My new article on Zack and Wiki: Quest for Barbaros' Treasure is up on Gamers with Jobs, right here. The short version is that it's delicious. The game, I mean. In the review (which is tangy and robust), I mention Gobliiins and The Lost Vikings, two old adventure games, which prompted Rabbit to suggest that I throw some Wikipedia links in there, because they're a bit obscure nowadays. I wasn't sure whether to feel old or hopelessly out of touch, but then I thought, why not both? Let's rattle on about the Gobliiins series.
Gobliiins was a 1991 puzzle game by the French studio Coktel Vision which was translated into English and distributed by Sierra. There wasn't any dialogue to translate, but they changed the names of the characters from Oups, Ignatus and Asgard to Dwayne, Hooter and BoBo. It's just a cultural thing; English speakers like their goblins named Dwayne. Each goblin has one ability -- BoBo punches stuff, Hooter casts spells, and Dwayne can pick up and use items -- and you control all three together to solve puzzles. LOTS of puzzles. Lots of HARD puzzles. Each level is only one screen, but that screen is packed with items and creatures and stuff, all of which needs to be manipulated in just the right way to achieve the main goal, which is usually just to exit the room. Let's say twenty objects times three goblins, and everything needs to be done in a certain order, some actions are time dependent, and some actions kill you. It's frustrating and unfair, but it's fun. It's like life itself, but with three goblins.
(By the way, Zack and Wiki has a similar structure, but is much easier. It's challenging, but never truly frustrating. It's a very fair game.)
So how do you ramp up the challenge for a sequel? Interestingly, Gobliins 2 dropped a goblin (and an "i") but gave them personalities which affect their actions, rather than an arbitrary task that only one goblin can perform. The new goblins, Fingus and Winkle, can pick up objects and perform actions, but they choose different actions because one is smart but afraid of everything, and the other is a courageous moron. It's even more difficult than the original, despite the streamlined goblin count. I don't want to get all combinatorics on your ass, but there are more possible actions now, and the goblins are all like, "I'm too smart to listen to you," or, "Hurrrrr." Again, like life itself, specifically high school.
Goblins Quest 3 (Quest? Don't ask.) has only one goblin, Blount, but he's a werewolf. Switch between goblin and wolf, wolf has his own personality, goblin can deputize other animals and make them sort of mini-characters, blah blah blah, puzzle induced migraine. This game's so frustrating I have to wonder if opening the package was a test that I failed. I honestly don't remember if I ever finished it. I think I paused, left the computer, and moved to another town. Looking back, though, the Gobliiins series always made me feel really good when I finally stumbled upon a solution. Sadly, there's not much of a market for "impossible" games anymore. It's 2007. I should stop living in the past . . .
What's that? Off in the distance? Could it be?
Gobliiiiiiiiiiiiiiiiiiins!