+Fixed issue with cleaned appartment and removed some cable shaking.
+Added more Trip and turnstile lines and unknown Occult item infos.
+Corrected Obfuscator aura and one missing halo for tutorial wolves.
+Restored missing Ocean House newspaper and made photos look sepia.
+Added quest state for warehouse bonus and fixed minor text details.
+Restored generators to Leopold Society and improved warehouse one.
+Added toiletries to Skyeline haven and fixed SM victim standing up.
+Changed library boss teleport behaviour and fixed his cover nodes.
+Moved Braid Talisman into the Hallowbrook atrium and removed blade.
+Restored Copper Masquerade violation and added a line about Nines.
+Added Combat to feat names, restored Soak and called Social Public.
Repaired dialogues of Knox, Heather, Therese, Vandal and Dane cop.
Fixed some dirt floating inside of holes and more minor map issues.
Made only Chunk use the Gallery Noir entrance to hide during rain.
Repaired popping Ocean House sounds and getting stuck with witness.
Hid Ocean House and Grout’s mansion blocks and a downtown texture.
Doubled distance in which detail models fade away, thanks to QUAKE.
Fixed Skyeline elevator issue and VPK packing, thanks vladdmaster.
Added updated fileutil.py into Python 2.7.2 folder, thanks Hasimir.
Fixed Jack not replying due to Python vamputil.py, thanks Hasimir.
Contrast is a nice “little” game that somehow reminded me a bit of Brothers. It’s proof that smaller budgets can (let’s say) inspire (:D) ideas that large(r) budgets would have crushed. This game uses a really nice style, in which only silhouettes are shown for most characters instead of typical 3D models. The practical reason behind this was, that it would have buried this company to do full models for everyone, but it then helped to shape the whole tone and story of the game. They still managed to get the most out of it. When I played it, I never thought that anything was missing and I was very happy with their execution.
The only thing that really could have needed some more elaboration is the ending, but sadly this is almost normal in the gaming realm. Most of them are about the journey and not an awesome resolution at the end.
I got the edition including the soundtrack, which was the right call. The music is as memorable as the game. I’m hoping a sequel is out there lingering in the shadows (I apologize for this) and will come out into the light as soon as possible.
DXHR was one of the most memorable titles of the last years for me. Some places, especially the Detroit hub reminded me a lot of Vampire Bloodlines (even the music in the background), which was maybe the only game that I finished like 7 times. So it’s no wonder DXHR is exactly my cup of tea. I bought and played the game right when it first came out and later got The Missing Link. I didn’t immediately buy the director’s cut when it came out, because there didn’t seem to be much incentive for me to do so, even as a fan. There was also the part, that the added value seemed to be around the corner of game additions that other companies dole out for free. If not below that. But with me wanting to replay the game and never having played the director’s cut, it suddenly started making much more sense to get the DC for this playthrough.
Back when the DC was brand new, I heard a lot of talk about the boss fights being reworked, because those got a lot of criticisms (not necessarily from me, I think it’s kinda normal that boss fights work differently from the rest of the game). Now I’m thinking all of that must have been unofficial gossip by people who never touched the DC. All of that stuff is identical to the original game and the sole difference in the DC I could find, is the added commentary. If DXHR wasn’t such a good game and if I would have had any expectations towards this edition of the game, this would have really bothered me. I understand that not everyone can develop “enhanced editions” or whatever, like for example CD Projekt Red keeps making them, but still. So, owners of the previous content buy this DC solely for the commentary. That’s it! Oh wait, there’s also “New Game+”, but…
There is only one thing wrong with the implementation of the commentary, during cutscenes the audio of the game and the commentary is always played simultaneously, which makes it hard to listen to either. The game doesn’t pause or offers any possibility to still follow the story – so activating commentary is really only for people who have already played it before. During normal gameplay it’s much much better and it’s no problem to place Jensen somewhere safe and listen to the commentary in peace.
So I’m happy to report that at least the commentary, as the sole really new feature, delivers. The devs who speak their piece are great folks who have interesting info to share. It’s exactly what I, as a player, want to hear when I’m accessing such an option. Hearing all these nice little tales, it became even less of a mystery to me, why I like this game so much. If they™ ever were to make a movie (and yes, I understand that it was only their mantra-like joke), these people should be included.
I think it is a lot better than I hoped it would be aka they strengthened the core experience of the game while cutting some flavor where optional stuff is concerned.
I was worried before the game was released, because I read previous games (okay I guess there is only Moebius [and Cognition]) from Phoenix Online had (so far I didn’t have the pleasure to play it, so I don’t have any first-hand experience), for one, horrible wooden animations for all characters and the like and I really didn’t want that for Gabriel Knight, I rather would have had no remake. I wanted this remake to be the remake a classic (and personal all-time favorite of mine) like Gabriel Knight deserved.
It was later stated that they used MoCap for GK, but my fears were only put to rest when I started playing it. The animations are actually quite good. Characters can pick up all kinds of objects or even hand them to another character and it looks at least as good as it does in other current adventure games (think e.g. Broken Sword 5). Definitely nothing someone could complain about (okay, this is the Internet so I guess I only have to give it some time :D). I also never had this glitch, where Gabriel putting on his coat is a clipping nightmare (some tester demonstrated this before the game’s release), it works flawless on my PC, so I’m thinking they clearly improved the game since the preview builds.
Another possible letdown for me was, that I’m a huge fan of the original voice cast (I later learned there are people who actually hate Tim Curry’s work… WTH?), I thought it was mostly brilliant and hard to top and I also don’t like it when such things are changed. So I knew right away that different voices were another point that might be hard to swallow for me, but I survived that as well. It’s impossible to overhear how much they tried to get voices which would sound at least similar to the originals (and they do) and that just shows how much work was put into it. It’s professional, no doubt about it. One of the voices (“Desk Sergeant Frick”) is so close to the original cast, you could almost believe it’s the same guy.
I’m “only” on Day 7 (actually I’m done now but the comment remains true), so I haven’t seen everything yet, but so far they really nailed all the art. The locations are pretty and other than in the original, they are also animated now. Candles will produce smoke, stuff like that. It’s great. Places like the Voodoo Museum look so much better because of it. I especially like the way the bookstore looks now, which was a very good call, because this is probably the central location of the game the player will see more often. Some of the places have a more sterile, cold 2D rendered look (the cemetery) I don’t like that much, but even that is no big problem. It’s still okay and looks as detailed as those high res screens can.
Next on my list was, that the original had all these commands like look, open/close, move, use… and lots of them didn’t work most of the time of course, BUT they still prompted Gabriel or the narrator to state funny/unique things. With the “easier” interfaces all new adventure games have, I thought they might remove those parts that really added flavor to the game, most others of this type have always lacked. To my delight they didn’t, most of these lines are still in. In these cases there are most of these extra options shown that don’t really make sense, but were solely kept to not remove the funny lines.
A new feature I like a lot, is that you can now access interviews, concept art [...] for pretty much every location. Also for both the original and the remake. Honestly, they could have added a lot more commentary than they did. There is a 2 part voice interview with Jane Jensen and I would have liked commentary for each screen and maybe even from other people who worked on the project. They should have tried harder to include anyone who had anything interesting to say about this game. Both original and remake. But that is only a very minor regret for me and absolutely irrelevant for everyone who doesn’t listen to such commentaries anyway.
For some reason though, the bonus content isn’t sorted and shown elements often have no connection with the room the player is in, it can be completely random, what is available. There’s also no possibility to zoom or scroll, which sometimes produces smaller problems.
There are some minor changes to some puzzles and I ended up liking them all, so far every change I noticed made the game better, they really thought about that stuff and it’s now even more palpable. For example there’s this scene with the priest’s collar and in the remake there’s actually a nice little puzzle involved in getting it, instead of just taking it from an otherwise empty room, which was how the original handled it. Another good example for an improved scene is how they gave the player now a reason to visit the tomb of Gabriel’s family. In the original the player could just skip this part altogether, when he is supposed to face this. It feels like it already should have been this way in the original. The changes have been made in very good taste (excluding some of the new fullscreen puzzles, not so sure about those).
So all in all, pretty much nothing I feared might suck in this remake actually does. It’s overall a lot better than I thought it would be and I’m very happy playing it. It’s so good that I’m not sure I will fire up the original again, whenever I want to replay Gabriel Knight.
I don’t think anyone is going to have a problem with this game, unless they are so in love with the original voice work, that they absolutely can’t accept other (similar sounding) voices even though the rest of the game is good.
Oh, the Gabriel Knight comic is now a part of the game too and can be read directly from the main menu. Such element should be merged.
 “My honest first thought as a fan of the series was, “oh man, they couldn’t get Tim Curry,”” Victor said. “ newjerseyhills.com
 First patch is out http://www.postudios.com/blog/forum/index.php?topic=14170.0
 Gabriel no longer hugs his grandmother when he visits her. http://www.rockpapershotgun.com/2014/10/15/wot-i-think-gabriel-knight-20th-anniversary/
 We ended up raising, I think it was around $435,000, after everybody takes their cut, we had about $390,000. http://www.joystiq.com/2014/10/22/gabriel-knight-and-starvation-wages-at-pinkerton-road/
 Classic adventure game hero Gabriel Knight returns for remake http://boingboing.net/2014/10/25/classic-adventure-game-hero-ga.html
Since I already wrote down pretty much every bug I encountered in my entire playthrough, I won’t have to say another negative word about this game. Because there is nothing else that’s dragging it down. I finished the game and I’m sad it’s over, because I would have loved to keep going. I measure Kickstarter projects almost solely by checking if they lived up to their initial promises (and if I wouldn’t like those, I just wouldn’t back in the first place). This one fulfilled all of them. Easily. I could go back to the first video of the KS campaign and would only see confirmed how they nailed the pitch.
All the central elements were very much to my liking. The writing, even the graphics (and I only say even because I read too often people didn’t think too highly of them). From the first scene it’s obvious they nailed the tone necessary to make this setting feel great. I also can’t underline how successful the element of the radio was used in the game. It was the perfect utilization of voice in a game that’s mostly based upon text (which I prefer for this type of game). It’s better than the audio podcasts/voxophones in BioShock and that says a lot.
The character work in there might not be the deepest I’ve ever seen in a game, but what’s there works, is memorable and certainly effective. It must have been, otherwise I wouldn’t be able to recall so many of Ralphy’s dumb one liners. Seriously, this guy comments on absolutely everything, it’s glorious! :D
In some of the conversations I actually paused and thought for a few moments before answering, because some of the bad guys actually came up with decent points. Even the Witcher games never really got me to do that and they too specifically aim at only throwing players into rather ambiguous situations. Here their motivations are quite solid.
What’s there left to say? Everyone who was disappointed when Fallout 3 was first person has to play this. This game has everything. Tons of weapons, items, quests, characters, locations, choices, intrigue, FUN, exploration, endings, a 1000 different references, [...] – seriously, what more could anyone ask of such a game? Let’s get real here.
As soon as the dust settles and a patch has come out, I’ll play it again from the start. It’s that kind of game that I want to play more than once.
PS: The only reason I don’t have that many screenshots this time, is that I was so involved/absorbed/engaged in playing, that I usually forgot to make them…
PPS: More custom portraits for Wasteland 2: