Journey (2012 video game)
2012 indie adventure game
Journey is an indieadventure game co-developed by Thatgamecompany and Santa Monica Studio, published by Sony Computer Entertainment, and directed by Jenova Chen. It was released for the PlayStation 3 via PlayStation Network in March 2012 and ported to PlayStation 4 in July 2015. It was later ported to Microsoft Windows in June 2019 and iOS in August 2019.
In Journey, the player controls a robed figure in a vast desert, traveling towards a mountain in the distance. Other players on the same journey can be discovered, and two players can meet and assist each other, but they cannot communicate via speech or text and cannot see each other's names until after the game's credits. The only form of communication between the two is a musical chime, which transforms dull pieces of cloth found throughout the levels into vibrant red, affecting the game world and allowing the player to progress through the levels. The developers sought to evoke in the player a sense of smallness and wonder and to forge an emotional connection between them and the anonymous players they meet along the way. The music, composed by Austin Wintory, dynamically responds to the player's actions, building a single theme to represent the game's emotional arc throughout the story.
Reviewers of the game praised the visual and auditory art as well as the sense of companionship created by playing with a stranger, calling it a moving and emotional experience, and have since listed it as one of the greatest video games of all time. Journey won several "game of the year" awards and received several other awards and nominations, including a Best Score Soundtrack for Visual Media nomination for the 2013 Grammy Awards. A retail "Collector's Edition", including Journey, Thatgamecompany's two previous titles, and additional media, was released in August 2012.
The robed figure running in the desert along with another player's figure. One of the figures' scarves is glowing as it charges due to proximity to the other player.
In Journey, the player takes the role of a robed figure in a desert. After an introductory sequence, the player is shown the robed figure sitting in the sand, with a large mountain in the distance. The path towards this mountain, the ultimate destination of the game, is subdivided into several sections traveled through linearly. The player can walk in the levels, as well as control the camera, which typically follows behind the figure, either with the analog stick or by tilting the motion-sensitive controller. The player can jump with one button, or emit a wordless shout or musical note with another; the length and volume of the shout depends on how the button is pressed, and the note stays in tune with the background music. These controls are presented pictorially at the beginning of the game; at no point outside of the credits and title screen are any words shown or spoken.
The robed figure wears a trailing magical scarf which allows the player to briefly fly; doing so uses up the scarf's magical charge, represented visually by glowing runes on the scarf. The scarf's runes are recharged by being near floating pieces of red cloth, or a variety of other means. Touching glowing symbols scattered throughout the levels lengthens the initially vestigial scarf, allowing the player to remain airborne longer. Larger strips of cloth are present in the levels and can be transformed from a stiff, dull gray to vibrant red by singing near them. Doing so may have effects on the world such as releasing bits of cloth, forming bridges, or levitating the player. This, in turn, allows the player to progress in the level by opening doors or allowing them to reach previously inaccessible areas. The robed figure does not have visible arms to manipulate the game world directly. Along the way, the player encounters flying creatures made of cloth, some of which help the player along. In later levels, the player also encounters hostile creatures made of stone, which upon spotting the player rip off parts of the figure's scarf.
In each level, the player may come across one other player temporarily connected to their game. When players approach each other they charge one another's scarves. They cannot communicate with each other beyond patterns of singing. Players can help each other by activating strips of cloth or showing paths, but cannot hinder each other and are not necessary for completing any level. When two players finish a section at the same time they remain together into the next one; otherwise, they are connected to new players when they move on. While all the figures generally look the same, without distinguishing characteristics, individual players can be told apart by unique symbols which are shown floating in the air when they sing and are displayed on their robes at all times. The entire game takes about two to three hours to complete.
Journey is a wordless story told through gameplay and visual-only cutscenes. The player's character begins near a small sand dune in a vast desert. Walking to the top of the dune, the character can see looming in the far distance a large, mysterious mountain with a glowing crevice that splits its peak. As the character approaches the mountain, they find the remnants of a once-thriving civilization, eroded by sand over time. Scattered throughout the ruins at the end of each area are stones where the traveler rests and has visions of meeting a large, white-robed figure in a circular room. Art adorns the walls, describing the rise and fall of the player character's civilization, which also mirrors the player's journey. As the player journeys into the remains of a once sprawling city at the base of the mountain, they find they must also contend with roaming, ancient and hostile automaton weapons left over from a war that ended the civilization.
A vision shows the traveler crumble before reaching their destination, but the traveler chooses to continue on. Eventually making it safely to the mountain itself, the traveler begins to make their way up it, struggling as they enter the colder climates and encounter deep snow and high winds. With the crevice still a fair distance away, the traveler falls and collapses in the snow. Six of the white-robed figures appear before the character and grant the traveler new energy, allowing the player to reach the summit of the mountain and walk into the crevice as the screen fills with white. The player is then shown the game's credits, playing over the ending cinematic scene. This scene shows a shooting star emanating from the crevice and traversing the path the traveler took through the ruins, and shows glimpses of other robed travelers heading towards the mountain. Eventually, the star comes to rest at the sand dune where the game began, and the player is given the option of starting the game again. As the credits end, the player is shown the usernames of the other travelers who shared part of the journey.
Journey was the last game made under a three-game contract between Thatgamecompany and Sony Computer Entertainment, the first two being Flow and Flower. Development of the game began in 2009, after the release of Flower. The 18-person development team for Journey was composed mainly of creators of the company's previous games; co-founder Jenova Chen was the creative director and Nick Clark returned as lead designer.Kellee Santiago, producer of Flow and Flower, did not reprise her duties, concentrating instead on her role as the company's president, and was replaced by Robin Hunicke.
When development began, Sony expected the game to be completed in a year, rather than the more than three it finally took. Thatgamecompany always expected to need an extension; according to Hunicke, they believed finishing the game within a year was "unrealistic". Development ended up taking even longer than anticipated, as the team had difficulties paring down their ideas for the game and maintaining efficient communication. Over the course of development the team grew from seven to eighteen people. At the end of the second year, when Sony's extension had run out, the game did not spark the emotions in the player that the team wanted. Sony agreed to another one-year extension, but development ultimately exceeded even that.
The stress of the project led to the feeling there was not enough time or money to complete everything the team wished to, which added to the stress and caused arguments about the design of the game. The developers ended up reducing the overtime they spent on the project to avoid burning out, though it meant further delays and risked the company running out of money as the game neared completion. In a speech at the 16th annual D.I.C.E. Awards in 2013, Chen admitted the company had indeed been driven to bankruptcy in the final months of development and that some of the developers had gone unpaid at the time. Hunicke described the solution to finally finishing the game as learning to let go of tensions and ideas that could not make it into the game and be "nice to each other".
The game is intended to make the player feel "small" and to give them a sense of awe about their surroundings. The basic idea for the game, as designed by Chen, was to create a game that moved beyond the "typical defeat/kill/win mentality" of most video games. The team initially created a prototype named Dragon that involved players trying to draw away a large monster from other players but eventually discarded it after finding it was too easy for players to ignore each other in favor of their own objectives.
The developers designed the game like a Japanese garden, where they attempted to remove all the game elements that did not fit with the others, so the emotions they wanted the game to evoke would come through. This minimalism is intended to make the game feel intuitive to the player, so they can explore and feel a sense of wonder without direct instructions. The story arc of the game is designed to explicitly follow Joseph Campbell's monomyth theory of narrative, or hero's journey, as well as to represent the stages of life, so as to enhance the emotional connection of the players as they journey together. In his D.I.C.E. speech, Chen noted that three of their 25 testers had cried upon completing the game.
The game's desert setting is largely based on the Middle East, and incorporates Arabic culture, art and architecture. Jenova Chen and art director Matt Nava did not want the setting to be too Western or Eastern, so they felt the Middle East was an ideal middle ground. In addition, the game also incorporates Chinese and Tibetan cultural influences, drawing from Chen's childhood in China.
The multiplayer component of Journey was designed to facilitate cooperation between players without forcing it, and without allowing competition. It is intended to allow the players to feel a connection to other people through exploring with them, rather than talking to them or fighting them. The plan was "to create a game where people felt they are connected with each other, to show the positive side of humanity in them". The developers felt the focus on caring about the other player would be diluted by too many game elements, such as additional goals or tasks, as players would focus on those and "ignore" the other player. They also felt having text or voice communication between players or showing usernames would allow players' biases and preconceptions to come between them and the other player.
The game was released on March 13, 2012, for download on the PlayStation Network. A PlayStation Home Game Space, or themed area, based on Journey was released on March 14, 2012, and is similar in appearance to the game. A retail "Collector's Edition" of the game was released on August 28, 2012. In addition to Journey, the disc-based title includes Flow and Flower; creator commentaries, art, galleries, and soundtracks for all three games; non-related minigames; and additional content for the PlayStation 3. In September 2012, Sony and Thatgamecompany released a hardcover book entitled "The Art of Journey", by the game's art director Matt Nava, containing pieces of art from the game ranging from concept art to final game graphics.
On July 21, 2015, Journey was released on the PlayStation Network for the PlayStation 4, ported by United Kingdom studio Tricky Pixels; owners of the digital PlayStation 3 version of the game were able to download the new version for free. The PlayStation 4 version of the game features improved graphics over the original, with a higher resolution and framerate and improved texture quality. According to Tricky Pixels, the original PlayStation 3 game was "a masterpiece of PlayStation 3 programming" and porting the game to the PlayStation 4 was "an immense technical challenge".
Annapurna Interactive helped to publish a port of Journey to Microsoft Windows, released to the Epic Games Store on June 6, 2019, then to Steam on June 11, 2020.
The music in Journey was composed and orchestrated by Austin Wintory, who had previously worked with Thatgamecompany on the soundtrack for Flow. Wintory worked closely on the soundtrack with sound designer Steve Johnson, as well as the programming team, so the music would dynamically tie in to both the actions of the player and to sound effects caused by nearby game objects, and feel as if it were "unfolding in real time". Johnson felt having short pieces of music that looped without reacting to the player would be a "missed opportunity", and wanted to create music that changed while still containing a composed emotional arc. Jenova Chen met with Wintory at the start of the game's development to describe his vision for the project, and Wintory left the meeting and created the core of the main theme before he reached his car, and composed and recorded the main cello theme for the soundtrack that night. He continued to work on the soundtrack for the next three years in a collaboration with the development team; he would create a track, which the team would use while creating an area in the game, and Wintory would play the section while revising the music and then send it back. Wintory spent time experimenting and discarding many ideas; while the first track, "Nascence", came easily, the final track, "Apotheosis", went through several widely varied attempts.
Unlike many games, where different songs have different themes for each character or area, Wintory chose to base all the pieces on one theme which stood for the player and their journey, with cello solos especially representing the player. Wintory describes the music as "like a big cello concerto where you are the soloist and all the rest of the instruments represent the world around you", though he describes it as not necessarily orchestral due to the inclusion of electronic aspects. The cello begins the game as "immersed in a sea of electronic sound", before first emerging on its own and then merging into a full orchestra, mirroring the player's journey to the mountain. Whenever the player meets another person, harps and viola are dynamically incorporated into the music. While the game's art style is based on several different cultures, Wintory tried to remove any overt cultural influences from the music to make it "as universal and culture-less as possible".Tina Guo features as the cellist for the soundtrack. She is a close friend of Wintory and has performed "Woven Variations" with him, an eight-minute live orchestral variation on the Journey soundtrack. All the non-electronic instruments in the soundtrack were recorded with the Macedonia Radio Symphonic Orchestra in Skopje, North Macedonia.. A "Woven Variations" performance influenced the ending of the game: at the conclusion of development, Wintory was having difficulty with the ending to "Apotheosis", the final track of the game, while the development team was unsure how to end the player's journey at the top of the mountain. While they were planning a large, dramatic conclusion to both, in the concert Wintory had the orchestra fall away at the end of the piece to showcase Guo's cello performance. Inspired, Wintory and the team ended "Apotheosis" and the game the same way, with the game world fading away to leave only the player.
The soundtrack was released as an album on April 10 on iTunes and the PlayStation Network. The album is a collection of the soundtrack's "most important" pieces, arranged by Wintory to stand alone without the context of the player's actions. The album comprises 18 tracks and is over 58 minutes long. It features the voice of Lisbeth Scott for the final track, "I Was Born for This". After its release, the soundtrack reached the top 10 of the iTunes Soundtrack charts in more than 20 countries. It also reached No. 116 on the Billboard sales charts, with over 4000 units sold in its first week after release, the second-highest position of any video game music album to date. The soundtrack was released as a physical album by Sumthing Else Music Works on October 9, 2012. In 2012 Wintory released a download-only album of music on Bandcamp titled Journey Bonus Bundle, which includes variations on themes from Journey and Flow. The soundtrack itself was subsequently released on Bandcamp on June 19, 2013. An album of piano arrangements titled Transfiguration was released on May 1, 2014, on Bandcamp as both a digital and a physical album. A two-record vinyl version of the album was released in 2015.
In January 2016, Wintory started a Kickstarter for a Journey Live concert tour, in which the fifteen-piece Fifth House Ensemble from Chicago will perform the music from the game while a player works their way through the game. The ensemble will react to the player's actions, using a specially-scored version of the soundtrack, composed by Patrick O'Malley with Wintory's oversight, that breaks the music into small pieces to enable this reaction. Wintory had wanted to do a performance of the Journey soundtrack in this interactive manner but did not have the time to rework the soundtrack for this purpose. Wintory came to know Dan Visconti, the composer for Fifth House Ensemble, after Visconti published his praise for the Journey soundtrack and had encouraged other members of the ensemble to play the game. The group saw how Journey's soundtrack had been used for various Video Games Live concerts and believed they could pull off Wintory's vision of an interactive concert, doing most of the reworking of the soundtrack under Wintory's direction. Sony has provided Wintory with a version of the game developed by Tricky Pixels that disables the music to allow the ensemble to provide this, and other modifications required for the concert performance. The Kickstarter was launched for $9,000 in funding for a four-city tour, but within a few days already surpassed its funding levels, allowing for more cities to be included.
Journey received critical and commercial success worldwide. After its release, it became the fastest-selling game to date on PlayStation Store in both North America and Europe. At E3 2011, prior to release, the game won awards for best downloadable game from 1UP.com, GameSpy, and GameTrailers. After publication, the game was heavily honored at end of the year awards. At the 16th Annual D.I.C.E. Awards, formerly known as the Interactive Achievement Awards, Journey won eight awards, the most honors received of the night, which includes "Game of the Year", "Outstanding Innovation in Gaming", "Casual Game of the Year", "Outstanding Achievement in Game Direction", "Outstanding Achievement in Art Direction", "Outstanding Achievement in Online Gameplay", "Outstanding Achievement in Original Music Composition", and "Outstanding Achievement in Sound Design"; it was additionally nominated for "Downloadable Game of the Year", "Outstanding Achievement in Gameplay Engineering", and "Outstanding Achievement in Story".Journey was selected as the best game of the year by IGN and GameSpot, among others.
The soundtrack was nominated for the Best Score Soundtrack for Visual Media at the 2013 Grammy Awards, the first video game soundtrack to be nominated for that category, though it did not win. Additionally, the game won the award for best music and was nominated for the best graphics award from IGN, and was selected as the best PlayStation Network game by GameSpot. At the Spike Video Game Awards, Journey won awards as the best PlayStation 3 game, the best indie game, and the game with the best music, and was additionally nominated for game of the year, best downloadable game, best graphics, and best song in a game for "I Was Born For This". It received the 2013 Annie Award for video game animation. It won five awards at the 2013 British Academy of Film and Television Arts awards: Artistic Achievement, Audio Achievement, Game Design, Online Multiplayer, and Original Music, and was nominated for Best Game, Game Innovation and Story. In March 2013, it won six awards at the annual Game Developers Choice Awards: Best Audio, Best Game Design, Best Visual Arts, Best Downloadable Game, the Innovation Award, and Game of the Year.
Journey received high acclaim from critics who praised the visual and auditory art direction as well as the emotional response playing with a stranger created. It received the IGN Best Overall Game Award for 2012 and Ryan Clements of IGN described the game as "the most beautiful game of its time", saying, "each moment is like a painting, expertly framed and lit". Jane Douglas of GameSpot concurred, calling it "relentlessly beautiful" and lauding the visual diversity of the world and the depiction of the rippling sand; Matt Miller of Game Informer added praise for the animation of the sand and creatures, saying the game was visually stunning. The music was also complimented, with Miller describing it as a "breathtaking musical score" and Douglas calling it "moving, dynamic music".
Reviewers were especially pleased with the emotional experience of playing the game, particularly with other players. Christian Donlan of Eurogamer described it as a "non-denominational religious experience" that, with the addition of another player, moves beyond metaphors and becomes a "pilgrimage" to the player. A reviewer writing for Edge magazine said the emotional arc of the game hits with "occasionally startling power", while Patrick Shaw from Wired said the game made him feel a "wide range of emotions ... wonder, fear, even sadness". Miller said all three times he played the game, "each time, without fail, individual moments... managed to give me goosebumps, and those moments have remained on my mind for weeks afterward". Joel Gregory of PlayStation Official Magazine praised the game's story for being open to the player's interpretation, leaving an ambiguity that drew him in. The addition of an unnamed second player was described by Donlan as brilliant and as a "master stroke", and Edge said it made for "a more absorbing, more atmospheric experience". In 2019, Journey was ranked 48th on The Guardian newspaper's The 50 Best Video Games of the 21st Century list.
The few criticisms for the game centered on its length and pacing. Clements noted that not all players would appreciate a game with a "deliberate, melancholic pace" and short duration, comments echoed by the Edge review. Miller noted the lack of complex gameplay elements in Journey, and Shaw was disappointed that the game was only a few hours long, though Douglas said the length was perfect. Miller concluded the game could be compared to "a musical concert, a well-directed film, or a long-awaited book", while Clements concluded, "completing Journey will create memories that last for years".
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List of graphic adventure games
|Game ||Developer ||Publisher ||System ||Date released ||Notes ||Game Engine |
|Mystery House||On-Line Systems||On-Line Systems ||Apple II||1980 ||ADL (Adventure Development Language) |
|Wizard and the Princess||On-Line Systems||On-Line Systems ||Apple II, Apple II Plus, Atari 400/800, Commodore 64, DOS, PCjr, FM-7, PC-88, PC-98||1980 ||ADL (Adventure Development Language) |
|Mission Asteroid||On-Line Systems||On-Line Systems ||Apple II, Atari 8-bit, Commodore 64||1980 ||ADL (Adventure Development Language) |
|Cranston Manor||On-Line Systems||On-Line Systems ||Apple II, FM-7, PC-88, PC-98||1981 ||ADL (Adventure Development Language) |
|Ulysses and the Golden Fleece||On-Line Systems||On-Line Systems ||Apple II, Atari 8-bit, Commodore 64, DOS||1981 ||ADL (Adventure Development Language) |
|Adventureland||Adventure International||Adventure International ||Apple II||1982 ||The graphic version of a 1978 text adventure game |
|Kabul Spy||Sirius Software||Sirius Software ||Apple II||1982 |
|Time Zone||On-Line Systems||On-Line Systems ||Apple II||1982 |
|Transylvania||Penguin Software||Penguin Software||Apple II, Atari 8-bit, Commodore 64, FM-7, Macintosh, PC-88, PC-98||1982 |
|The Dark Crystal||On-Line Systems||On-Line Systems ||Apple II, Atari 8-bit||1983 ||ADL |
|Star Arthur Legend: Planet Mephius||T&E Soft||T&E Soft, JVC||FM-7, MSX||1983 |
|Portopia Renzoku Satsujin Jiken||Yuji Horii, Chunsoft||Enix, Square Enix||NEC PC-6001, MSX, Sharp X1, Family Computer, Mobile (i-mode, EZweb, Keitai) ||June 1983 |
|Rendezvous with Rama||Telarium||Telarium||DOS, Commodore 64, Apple II||1984 |
|Below the Root||Dale Disharoon||Windham Classics||DOS, Commodore 64, Apple II, MSX||1984 |
|Dallas Quest||Datasoft||Datasoft||Commodore 64, Apple IIe, Atari 8-bit, TRS-80 Color Computer||1984 |
|Okhotsk ni Kiyu: Hokkaido Rensa Satsujin Jiken||Yuji Horii, Login Software ||ASCII, Enix||NEC PC-6001, NEC PC-8801, MSX, Family Computer, NEC PC-9801||1984 |
|Wingman||TamTam ||Enix||NEC PC-8801, FM-7||1984 |
|King's Quest: Quest for the Crown||Sierra On-Line||Sierra On-Line ||PCjr, Tandy 1000, Amiga, Apple II, Apple IIGS, Atari ST, Macintosh, DOS, Master System||May 10, 1984 |
|The Crimson Crown - Further Adventures in Transylvania||Penguin Software||Penguin Software||Amiga, Apple II, Atari ST, Commodore 64, DOS, FM-7, Macintosh, PC-88, PC-98||1985 |
|Déjà Vu: A Nightmare Comes True||ICOM Simulations||Mindscape, Kemco||Apple IIGS, Macintosh, Atari ST, Commodore 64, Amiga, DOS, Game Boy Color, Windows, NES||1985 |
|Perry Mason: The Case of the Mandarin Murder||Telarium||Audiogenic Software||Amiga, Commodore 64, Apple II, MS-DOS, MSX||1985 |
|King's Quest II: Romancing the Throne||Sierra On-Line||Sierra On-Line ||DOS, Macintosh, Apple II, Apple IIGS, Amiga, Atari ST, PCjr||May 1985 |
|The Black Cauldron||Sierra On-Line||Sierra On-Line ||Amiga, Apple II, Apple IIGS, Atari ST, DOS, PC Booter||1986 |
|J.B. Harold Murder Club||Riverhillsoft||Riverhillsoft, Micro Cabin, Brøderbund, Hudson Soft, FonFun||NEC PC-98, MSX, TurboGrafx-CD, DOS, Nintendo DS, iOS||1986 |
|Labyrinth: The Computer Game||Lucasfilm Games||Activision||Apple IIe and IIc, Commodore 64/128, MSX2||1986 |
|Murder on the Mississippi||Activision||Activision ||Apple II, Commodore 64/128, MSX2, Family Computer, Atari 800/XE/XL ||1986 |
|The Scoop||Telarium||Telarium, Spinnaker Software||Apple II, DOS||1986 ||DOS version released in 1989 |
|Tass Times in Tonetown||Interplay Productions, Brainwave Creations||Activision||Atari ST, Amiga, Apple II, Apple IIGS, Commodore 64, DOS, Macintosh||1986 |
|Uninvited||ICOM Simulations||Mindscape, Kemco||Apple IIGS, Macintosh, Atari ST, Commodore 64, Amiga, NES, DOS, Windows, Windows Mobile||1986 |
|Space Quest: The Sarien Encounter||Sierra On-Line||Sierra On-Line ||DOS, Macintosh, Apple II, Apple IIGS, Amiga, Atari ST||October 1986 |
|King's Quest III: To Heir Is Human||Sierra On-Line||Sierra On-Line ||DOS, Apple II, Apple IIGS, Amiga, Atari ST, Mac, Tandy Color Computer 3||October 1, 1986 |
|Suishō no Dragon||Square||Square ||Famicom Disk System||December 15, 1986 |
|La Abadía del Crimen (The Abbey of Crime)||Opera Soft||Amstrad CPC, MSX, PC, ZX Spectrum||1987 |
|Mortville Manor||Lankhor||Lankhor ||Amiga, Atari ST, Amstrad CPC, Sinclair QL, DOS||1987 |
|Police Quest: In Pursuit of the Death Angel||Sierra On-Line||Sierra On-Line ||DOS, Amiga, Atari ST, Apple II, Apple IIGS||1987 |
|Leisure Suit Larry in the Land of the Lounge Lizards||Sierra On-Line||Sierra On-Line ||DOS, Amiga, Apple II, Atari ST, Apple IIGS, TRS-80, Windows, OS X, Xbox Live Arcade, PlayStation Network, iOS, Android||July 5, 1987 |
|Shadowgate||ICOM Simulations||Mindscape, Kemco||Apple IIGS, Atari ST, Amiga, CD-i, Game Boy Color, Apple Macintosh, Nintendo Entertainment System, Palm OS, DOS, Pocket PC (ARM, MIPS), Mobile Phone||July 30, 1987 |
|The Faery Tale Adventure||MicroIllusions||MicroIllusions||Amiga, Commodore 64, MS-DOS, Genesis||1987 |
|Maniac Mansion||Lucasfilm Games||Lucasfilm Games ||Commodore 64, Apple II, IBM PC, Amiga, Atari ST, Nintendo Entertainment System||October 5, 1987 |
|Space Quest II: Vohaul's Revenge||Sierra On-Line||Sierra On-Line ||DOS, Macintosh, Apple II, Apple IIGS, Amiga, Atari ST||November 14, 1987 |
|Déjà Vu II: Lost in Las Vegas||ICOM Simulations||Mindscape||Apple IIGS, Macintosh; Atari ST, CD-i, Commodore Amiga, Game Boy Color, DOS, Pocket PC||1988 |
|Gold Rush!||Sierra On-Line||Sierra On-Line ||DOS, Amiga, Atari ST, Macintosh, Apple II, Apple IIGS||1988 |
|Manhunter: New York||Evryware||Sierra On-Line||DOS, Amiga, Atari ST, Apple IIGS, Tandy 1000||1988 |
|Neuromancer||Interplay Productions||Mediagenic||Amiga, Apple II, Apple IIgs, Commodore 64, DOS||1988 |
|King's Quest IV: The Perils of Rosella||Sierra On-Line||Sierra On-Line ||DOS, Amiga, Apple IIGS, Atari ST||September 1988 |
|Leisure Suit Larry Goes Looking for Love (in Several Wrong Places)||Sierra On-Line||Sierra On-Line ||DOS, Amiga, Atari ST||October 1988 |
|Zak McKracken and the Alien Mindbenders||Lucasfilm Games||Lucasfilm Games ||Amiga, Atari ST, Commodore 64, DOS, FM Towns||October 1988 |
|Police Quest II: The Vengeance||Sierra On-Line||Sierra On-Line ||DOS, Amiga, Atari ST, NEC PC-9801||November 1988 |
|Snatcher||Konami||Konami ||NEC PC-8801mkIISR, MSX2, PC Engine Super CD-ROM², Sega CD, PlayStation, Sega Saturn||November 26, 1988 |
|B.A.T.||Computer's Dream||Ubisoft||Amiga, Amstrad CPC, Atari ST, Commodore 64, DOS||1989 |
|Emmanuelle||Coktel Vision||Tomahawk, Coktel Vision||DOS, Amiga, Atari ST||1989 |
|Future Wars||Delphine Software International||Delphine Software International ||DOS, Amiga, Atari ST||1989 |
|KULT: The Temple of Flying Saucers||Exxos, ERE informatique||Infogrames, Data East Corporation (US) ||Amiga, Atari ST, DOS||1989 ||Also known as Chamber of the Sci-Mutant Priestess|
|Manhunter 2: San Francisco||Evryware||Sierra On-Line||DOS, Amiga, Atari ST, Mac OS||1989 |
|Mean Streets||Access Software||Access Software ||DOS, Amiga, Atari ST, Commodore 64||1989 ||Part of the Tex Murphy series |
|Transylvania III: Vanquish the Night||Polarware||Polarware||Apple IIgs, DOS||1989 |
|Space Quest III: The Pirates of Pestulon||Sierra On-Line||Sierra On-Line ||DOS, Macintosh, Amiga, Atari ST||March 24, 1989 |
|Indiana Jones and the Last Crusade||Lucasfilm Games||Lucasfilm Games ||DOS, Amiga, Atari ST, Macintosh, FM Towns, Amiga CDTV||July 1989 |
|Quest for Glory: So You Want to Be a Hero||Sierra On-Line||Sierra On-Line ||DOS, Amiga, Macintosh, NEC PC-9801, Atari ST||October 1989 |
|The Colonel's Bequest||Sierra On-Line||Sierra On-Line ||Amiga, Atari ST, DOS||October 1989 |
|Codename: ICEMAN||Sierra On-Line||Sierra On-Line ||DOS, Amiga, Atari ST, Apple Macintosh||November 1989 |
|Leisure Suit Larry III: Passionate Patti in Pursuit of the Pulsating Pectorals||Sierra On-Line||Sierra On-Line ||DOS, Amiga, Atari ST||November 1989 |
|Altered Destiny||Accolade||Accolade ||DOS, Amiga||1990 |
|Countdown||Access Software||Access Software ||DOS||1990 |
|Earthrise: A Guild Investigation||Matt Gruson ||Interstel||DOS||1990 |
|Hugo's House of Horrors||Gray Design Associates||Gray Design Associates ||DOS, Windows||1990 |
|Maupiti Island||Lankhor||Lankhor ||Amiga, Atari ST, DOS||1990 |
|Operation Stealth||Delphine Software International||Interplay Entertainment, U.S. Gold||Amiga, Atari ST, DOS||1990 |
|Quest for Glory II: Trial by Fire||Sierra On-Line||Sierra On-Line ||Amiga, DOS||1990 |
|Rise of the Dragon||Dynamix||Sierra On-Line||Amiga, DOS, Macintosh, Mega-CD||1990 |
|Conquests of Camelot: The Search for the Grail||Sierra On-Line||Sierra On-Line ||Amiga, Atari ST, DOS||January 1990 |
|Loom||Lucasfilm Games||Lucasfilm Games ||DOS, Mac OS, Amiga, Atari ST, FM Towns, TurboGrafx-16, Steam||January 1990 |
|Spellcasting 101: Sorcerers Get All The Girls||Legend Entertainment||Legend Entertainment ||DOS||October 1990 |
|The Secret of Monkey Island||Lucasfilm Games||Lucasfilm Games ||Original version|
Amiga, Atari ST, CDTV, DOS, FM Towns, Mac OS, Sega CD
iOS, OS X, Windows, PlayStation Network, Xbox Live
|October 1990 ||Special edition released in 2009 |
|King's Quest V: Absence Makes the Heart Go Yonder!||Sierra On-Line||Sierra On-Line ||DOS, Windows, NES, Mac OS, Amiga, FM Towns, NEC PC-9801||November 9, 1990 |
|The Adventures of Willy Beamish||Dynamix||Sierra On-Line||Amiga, DOS, Macintosh, Sega CD||1991 |
|Conquests of the Longbow: The Legend of Robin Hood||Sierra On-Line||Sierra On-Line ||DOS, Amiga||1991 |
|Cruise for a Corpse||Delphine Software International||Erbe Software, Interplay Entertainment, U.S. Gold||Amiga, Atari ST, DOS||1991 |
|EcoQuest: The Search for Cetus||Sierra On-Line||Sierra On-Line ||DOS||1991 |
|Elvira II: The Jaws of Cerberus||Horrorsoft||Accolade||DOS, Amiga, Atari ST, Commodore 64||1991 |
|Gobliiins||Coktel Vision||Tomahawk ||Amiga, Atari ST, DOS, iPhone, Macintosh||1991 |
|Heart of China||Dynamix||Sierra On-Line||Amiga, DOS, Macintosh||1991 |
|Hugo II, Whodunit?||Gray Design Associates||Gray Design Associates ||DOS, Windows||1991 |
|Martian Memorandum||Access Software||Access Software ||DOS||1991 ||Part of the Tex Murphy series |
|Police Quest III: The Kindred||Sierra On-Line||Sierra On-Line ||DOS, Amiga||1991 |
|Sherlock Holmes: Consulting Detective||ICOM Simulations||ICOM Simulations ||DOS, Mac OS, Commodore CDTV, TurboGrafx-CD, Sega CD, DVD, iPad, Windows, OS X||1991 |
|Spellcasting 201: The Sorcerer's Appliance||Legend Entertainment||Legend Entertainment ||DOS||1991 |
|Timequest||Legend Entertainment||Legend Entertainment ||DOS||1991 |
|Space Quest IV: Roger Wilco and the Time Rippers||Sierra On-Line||Sierra On-Line ||DOS, Windows, Macintosh, Amiga, NEC PC-9801||March 4, 1991 |
|Metal Slader Glory||HAL Laboratory||HAL Laboratory ||Famicom||August 30, 1991 |
|Leisure Suit Larry 5: Passionate Patti Does a Little Undercover Work||Sierra On-Line||Sierra On-Line ||DOS, Amiga||September 7, 1991 |
|Monkey Island 2: LeChuck's Revenge||LucasArts||LucasArts ||Original version|
DOS, Mac OS, Amiga, FM Towns
iOS, Microsoft Windows, PlayStation 3, Xbox 360
|December 1991 ||Special edition released in 2010 |
|Amazon: Guardians of Eden||Access Software||Access Software ||DOS||1992 |
|B.A.T. II – The Koshan Conspiracy||Computer's Dream||Ubi Soft||Amiga, Atari ST, DOS||1992 |
|Bargon Attack||Coktel Vision||Coktel Vision ||DOS||1992 |
|The Dagger of Amon Ra||Sierra On-Line||Sierra On-Line ||DOS, Windows||1992 |
|Dark Seed||Cyberdreams||Cyberdreams ||Amiga, Amiga CD32, DOS, Macintosh, Sega Saturn, PlayStation||1992 |
|Daughter of Serpents (The Scroll)||Eldritch Games||Millennium Interactive||DOS||1992 |
|Dune||Cryo Interactive||Virgin Interactive||DOS, Sega CD||1992 ||Unique hybrid of adventure and strategy genres, sequels in the series dropped the adventure element altogether |
|Eternam||Infogrames||Infogrames ||IBM PC (DOS), FM Towns||1992 ||1993 released in CD-ROM|
|Gobliins 2: The Prince Buffoon||Coktel Vision||Sierra On-Line||Amiga, Atari ST, DOS, Windows||1992 |
|Hook||Ocean||Ocean ||Amiga, Atari ST, DOS||1992 |
|Hugo III, Jungle of Doom!||Gray Design Associates||Gray Design Associates ||DOS, Windows||1992 |
|Inca||Coktel Vision||Sierra On-Line||DOS, CD-i||1992 |
|Inspector Gadget: Mission 1 - Global Terror!||Azeroth, Inc.||Azeroth, Inc. ||DOS||1992 |
|KGB||Cryo Interactive||Virgin Entertainment||DOS, Amiga||1992 |
|Leather Goddesses of Phobos 2: Gas Pump Girls Meet the Pulsating Inconvenience from Planet X!||Infocom||Activision||IBM PC||1992 |
|The Legacy: Realm of Terror||Magnetic Scrolls||MicroProse||DOS||1992 |
|Linus Spacehead's Cosmic Crusade/Cosmic Spacehead||Codemasters (NES version), Supersonic Software||Camerica (NES version), Codemasters ||NES, Sega Master System, Sega Mega Drive, Sega Game Gear, Amiga, DOS||1992 |
|The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel||Mythos Software, Inc. ||Electronic Arts||3DO, DOS||1992 |
|The Palace of Deceit: The Dragon's Plight||Game Syndicate Productions (Cliff Bleszinski) ||Innervision Software||Windows 3.x||1992 ||Déjà Vu style point and click remake of 1991 DOS text adventure by Atomic Revolution Software (Cliff Bleszinski) |
|Plan 9 from Outer Space||Gremlin Ireland||Gremlin Graphics||Atari ST, Amiga||1992 |
|Putt-Putt Joins the Parade||Humongous Entertainment||Humongous Entertainment ||3DO, DOS, Macintosh, Windows||1992 |
|Sherlock Holmes: Consulting Detective Vol. II||ICOM Simulations||ICOM Simulations ||DOS, TurboGrafx-CD, Mega-CD||1992 |
|Spellcasting 301: Spring Break||Legend Entertainment||Legend Entertainment ||DOS||1992 |
|Star Trek: 25th Anniversary||Interplay||Interplay ||Amiga, Macintosh, DOS||1992 |
|Nightshade (1992 video game)||Beam Software||Ultra Games||NES||January 1992 |
|Frederik Pohl's Gateway||Legend Entertainment||Legend Entertainment ||DOS, Windows 95||June 1992 |
|Indiana Jones and the Fate of Atlantis||LucasArts||LucasArts ||DOS, Mac OS, Amiga, FM Towns, Windows, Wii||June 1992 |
|Lure of the Temptress||Revolution Software||Virgin Interactive Entertainment||DOS, Amiga, Atari ST||June 1992 |
|Quest for Glory III: Wages of War||Sierra On-Line||Sierra On-Line ||DOS, Apple Macintosh||August 1992 |
|The Legend of Kyrandia: Fables and Fiends||Westwood Studios||Virgin Interactive||Amiga, DOS, FM Towns, Macintosh, NEC PC-9801||August 1, 1992 |
|King's Quest VI: Heir Today, Gone Tomorrow||Sierra On-Line||Sierra On-Line ||DOS, Windows, Mac OS, Amiga||October 13, 1992 |
|Curse of Enchantia||Core Design||Core Design, Virgin Games(PC CD-ROM)||Amiga, DOS||November 1992 |
|Rex Nebular and the Cosmic Gender Bender||MicroProse||MicroProse ||DOS, Mac OS||November 1992 |
|The Adventures of Melvin Freebush||Sherwood Forest Games||Sherwood Forest Games ||DOS||1993 |
|Blue Force||Tsunami Games||Tsunami Games ||DOS||1993 |
|Dare to Dream||Epic MegaGames||Epic MegaGames ||Windows 3.x||1993 |
|Dracula Unleashed||ICOM Simulations||Viacom New Media||DOS, Sega CD, Mac OS, PlayStation 2 & Xbox||1993 ||Spiritual successor to the Sherlock Holmes: Consulting Detective series of FMV adventures by the same developer. |
|EcoQuest 2: Lost Secret of the Rainforest||Sierra On-Line||Sierra On-Line ||DOS, Windows||1993 |
|Eric the Unready||Legend Entertainment||Legend Entertainment ||DOS||1993 |
|Fatty Bear's Birthday Surprise||Humongous Entertainment||Humongous Entertainment ||3DO, DOS, Macintosh, iOS, Windows, Android||1993 |
|Freddy Pharkas: Frontier Pharmacist||Sierra On-Line||Sierra On-Line ||DOS, Macintosh, Windows 3.x||1993 |
|Gobliins Quest 3||Coktel Vision||Sierra On-Line||Amiga, DOS||1993 |
|Inca II: Nations of Immortality||Coktel Vision||Sierra On-Line||DOS||1993 |
|Innocent Until Caught||Divide By Zero ||Psygnosis||Amiga, DOS||1993 |
|The Legend of Kyrandia: Hand of Fate||Westwood Studios||Virgin Interactive||DOS, FM Towns, NEC PC-9801||1993 |
|Lost in Time||Coktel Vision||Coktel Vision, Sierra On-Line||DOS||1993 |
|Pepper's Adventures in Time||Sierra On-Line||Sierra On-Line ||DOS, Windows 3.x||1993 |
|Putt-Putt Goes to the Moon||Humongous Entertainment||Humongous Entertainment ||3DO, DOS, Macintosh, Windows||1993 |
|Return of the Phantom||MicroProse||MicroProse ||DOS||1993 |
|Sherlock Holmes: Consulting Detective Vol. III||ICOM Simulations||ICOM Simulations ||DOS, Mac OS||1993 |
|The Journeyman Project||Presto Studios||Presto Studios|
|Mac OS, Windows||January 6, 1993 |
|Space Quest V: Roger Wilco – The Next Mutation||Dynamix||Sierra On-Line||DOS||February 5, 1993 |
|Tajemnica Statuetki||Metropolis Software House||Metropolis Software House ||DOS||February 12, 1993 ||Polish game never released in English; also known as The Mystery of the Statuette|
|Veil of Darkness||Event Horizon Software||Strategic Simulations, Inc.||DOS, FM Towns, PC-98||March 1993 |
|Shadow of the Comet||Infogrames||Infogrames ||DOS||March 25, 1993 |
|The 7th Guest||Trilobyte||Virgin Interactive||DOS, CD-i, Mac OS, iOS||April 1, 1993 |
|Leisure Suit Larry 6: Shape Up or Slip Out!||Sierra On-Line||Sierra On-Line ||DOS, Windows||June 15, 1993 |
|Maniac Mansion: Day of the Tentacle||LucasArts||LucasArts ||DOS, Mac OS||June 25, 1993 |
|Return to Zork||Infocom||Activision||Macintosh, DOS, PC-FX, PlayStation, Sega Saturn, FM Towns||September 15, 1993 |
|Myst||Cyan||Brøderbund, Midway Games, Mean Hamster Software, Sunsoft|