Finally, 2024 was the year of adventure games, albeit with a difference, meaning mainly text-based adventure games. Adventure and Zork are very similar and present the fundamental tenets of the treasure hunt side of the genre. What is instantly liberating about text adventures is the fact that not having to illustrate or animate actions allows for a lot more variety and imagination. What was indeed surprising was how even though no visuals were produced, I still recall quite vividly many of actions within, perhaps more so than in visual games. This is, of course, not a strange effect if you've ever read a book! But still we tend to take some of these things for granted. Being only text-based also allows for a lot more variety in themes. Even so, like in most other games, fantasy and science fiction are inescapable. Even still, despite being some of the earliest text adventures, they were already fairly well developed, with capable parsers, large inventories and well designed, intriguing puzzles.
Although I've dipped my toes in quite a few, as I had discoverer's fever, I would still like to delve deeper into some over this year. Nonetheless I would like to highlight three more. Savannah and Infidel because of their fantastic setting. Infidel sets you in the desert as the leader of a doomed expedition. Although it includes a fairly brutal survival mechanic, it exhudes a fantastic ambience from its setting, the severity of the desert and jungle, the alienness of it all - some concepts which were fairly lauded in later games like they'd just been invented when after all, here was a much earlier game doing it already. Savannah, on the other hand, has a metaphysical realism setting in an otherwise normal beach in Savannah, Georgia, where things start going just a bit special. Honestly this reads like a great understated sf novel and the mechanics are superb. Finally, a huge surprise and an instant favourite: The Gostak. Heaven's Vault is one of my favourite games and I really appreciated Chants of Sennaar too. These games went deep into a favourite subject of mine which is language and linguistics. The Gostak, on the other hand goes even further into it, presenting itself in a completely alien language that you must decode starting from the known linguistic anecdote of the phrase "The Gostak distims the doshes" - we don't know what "gostak", "distims" or "dosh" means. But we instantly know that the gostak is someone or something that distims the doshes, that doshes are plural, and that they can be distimmed by the gostak or by gostaks. From this, an entire universe is built in a game I'm incredibly sad my father didn't try. I'm sure he would have loved to solve it...
Of later games I would highlight the MacVenture series, in particular Déjà Vu, and also Eric the Unready. Both are at a strange paradox between text adventures and graphical adventures. Underneath, the skeleton of the game is still that of a text adventure, with quite a few text descriptions and possible interactions. At the same time there are a lot of visual helpers like things you can see that might not be described and, generally, more visual interactivity. The settings themselves are fresh, with Déjà Vu putting you in the shoes of an amnesiac gumshoe and Eric, a comical medieval romp. I went into Eric deeper already in this year of 2025 so look forward to a proper review in a few weeks. I'd also like to put in a word for The Crimson Diamond, which came out in 2024 and is also similar, although more akin to King's Quest or, specifically, The Colonel's Bequest. Meaning you play in 3rd person with arrow keys but you also have a parser. It's not a type of gameplay I can get comfortable with but I completely laud the fact games like these are made in 2024. Fantastic.
The long named The Hokkaido Serial Murder Case The Okhotsk Disappearance ~Memories in Ice, Tearful Figurine~ is a remake of an old Yuji Horii (creator of Dragon Quest)
adventure, the one he did after Portopia (which is generally
acknowledged as the first adventure game made in Japan), but still
before Dragon Quest. This remake overhauls the graphical presentation to high definition and
it looks quite crisp. It does not use a parser but the menu-based
interface of the Famicom.
The game itself can be described as a mystery. Unlike other games of the
era, there is really no way to lose - just be persistent and thorough
and investigate all possibilities. Therefore, I'd classify it closer to
interactive fiction - there's no practical risk or drama inherent to
gameplay (not least until almost the very end). What is its strongest merit though? The story and the themes. It's fun
without being juvenile, which is something you can seldom say of modern
japanese visual novels and it handles mature themes quite beautifully
and seriously. As a precursor and inspiration to Snatcher, it's quite a
revelation.
Absolutely amazing and unthinkable that I would get to play this in
English and in remastered form, 40 years after debuting on the PC-88.
That, and the fact that they don't make games like these anymore makes
it priceless. It was certainly one of the highlights of the year for me. Earlier I had also gone into Retro Mystery Club Vol. 1 (Ise-Shima Case) and Vol. 2 (Beppu Case) - I played them one after the other. They are similar in design but somewhat different in execution to Okhotsk. While
the latter do play more to retro sensibilities, with 8 bit pixel art,
Okhotsk is indeed a full remake, with new art. I don't usually enjoy japanese style text games because there's usually
too much faff. I get sore fingers just skipping dialogue. Here,
fortunately, there's more than enough interactivity and the silliness is
quite toned down. I really enjoyed them.
Finally, a more traditional and less thought provoking game was Shiro and the Coal Town. A sequel to the earlier Shiro game, it keeps the lovely pre-rendered hand drawn background graphics of the Boku no Natsuyasumi series that, unfortunately, Natsu-Mon abandoned (more on that later). What it provides is the usual collect-a-thon, high spirits, calming romp through a lovely japanese rural setting, this time without the pressure of making most of your holidays and keeping with the science fiction setting of the earlier Shiro game or, indeed, Attack of the Friday Monsters. Some of the minigames were misses and, as the years go by, it's become somewhat apparent that, while this series entertains, it's not as special as the Boku games were. Still, we take what we can get and, despite everything, was a nice way to finish off my year.

Finally, as we're almost finished covering games, I'd like to highlight the few I played which do not fit in broader genres. A melting pot of tat and, to finish, the disappointments (or perhaps we won't finish with that).
I'll start with two modest games, which are takes on older games: Balatro and Buckshot Roulette. Balatro was, of course, one of the most celebrated titles of the year. Poker, is of course, a very popular game. The fact that it managed to alter its known rules with a slew of modifiers made it quite addicting. Certainly one to keep playing and replaying indefinitely. Roguelites do tend to to wither out but it was still a fresh new take, even presentation-wise, on an old classic. Buckshot Roulette is a bit darker, of course, but still quite interesting. Unapologetically violent, it's filled with tension and apart from just luck employs some strategy. While less replayable, it is howevera more artistic game, perhaps a criticism of violence in videogames, per se. This seems like a good segue for Counter Strike 2... I alert that I never play multiplayer. Even when playing multiplayer games I only play with bots. I was never into Counter Strike but, as a game (a set of rules and mechanics), even though violent, I admit it is enthusing to play. The game modes are quite fun, especially Hostage, and so are the maps. The gameplay experience is diverse enough between various classes to be interesting. If I'm ever in need of unloading violence, this seems like one of the best choices for mindless destruction. Likewise, another game I've played endlessly is the ever addicting Magic: The Gathering Arena. Also always against bots, it is quite amazing how much content, mainly in pre-made decks this free game offers. Certainly one of the ultimate time wasters, as every game is different. When you get sick of your deck, there are dozens more to try. Certainly couldn't get more "gamey" than that.
To finish, three off the wall titles. [Echostasis] is really not much comparable to anything else and the other games by the same developer are also precious gems.
Basically you have to dive into a sort of matrix world where your
connection is time-limited. To progress you have to keep unlocking new
areas that will allow you to cut corners until the finish line. I'd
prefer to not spoil much more as it's really best experienced than
explained. I was somewhat burned out on violence so it was somewhat disappointing to have to shoot enemies in first person in what is basically a first person puzzle game. When I'm feeling differently, I would like to go deeper into it. New Star GP was a pleasant surprise. Racing games are perhaps some of the most replayable, non-violent games. It's always exciting to deliver perfect runs, shaving off seconds or microseconds off of your best lap times. In the end it had some problems where most other racers have problems, which is scaling difficulty. As you're always racing the same sort of F1-type cars, it does get quite repetitive, even with the special challenges attached. At the same time, by the end it felt like you were constantly running against troubles. Nonetheless and being quite a handsome and simply designed game, it's worthy of merit. To finish, a non-game Japanese Rail Sim: Hakone Town of Natural Beauty and Hot Springs. Having played previous titles of the same lineage I always have a lot of time for these. Basically DVD player games, you control the speed of a video recording of a train line. The "game" part of it has to do with controlling the times of arrival at stations, as well as respecting speed limits, whistles, etc. While the setting is beautiful I admit to having preferred the previous journey to Kyoto. The lack of urban sites made it look a bit too repetitive and void of human life. Also disappointing is the absence of being able to do the entire line in one go, instead of station by station. Still, there's nothing quite like it and, even though video is not 4K, running it in a large screen is still a delight.
As for disappointments, I don't wish to dwell too much. If they were disappointments it was because my expectations were high so, perhaps, the fault was mine. As I mentioned the Shiro game earlier, I'll start with Natsu-Mon. Essentially a Boku no Natsuyasumi game in a 3D world, immediately there is a sense of something wrong. Boku games, while having some polygons in mainline series, never allowed for full 3D or a behind the camera viewpoint. What is wrong here? It became less of an unique adventure and more like any other action platformer. Worst of all were the large tracks of scenery with uninspired and repetitive landscape polygons. What once was filled with absurdly enticing hand drawn illustrations that took you back to your childhood books, now it's become a bland and derivative setting. Another I had high expectations for was Nabirikamura. Having been a big fan of their earlier works (Yonesawara and Masagoro) here as well it seems they have tried to do too much. The beauty of the earlier games was how contained they were: a bathhouse, a hospital. Now there's a whole village, too many gameplay systems - it's all too complicated and there is no sense of dread because you have wide open spaces. Finally, the output of Chilla's Art. They put out some of the most amazing small horror games I've tried. Yet in 2024 by all accounts they've burned themselves out, and quite understandably so. While before they were coming out with a game every 2 months or so it seemed, they only managed two in a year: one a re-release of an earlier game and the other a derivation of the runaway hit Platform 8. By the looks of their recent 2025 title, it seems they should look for different sources of inspiration or get into something else. They look well done. As last words, and after some time has passed, I will give these a second chance.
To perhaps put to rest the issue of games, I'll finish with addressing some of the many books about games I've gone into last year. I mentioned earlier that I had had rediscovered text adventures. Much of that impetus was due to the absolutely wonderful 50 Years of Text Games: From Oregon Trail to AI Dungeon, aided by its short addendum Further Explorations: 50 Years of Text Games. Having read quite a few books on games, I have to consider this one the finest. Very well written, very well researched, almost scientific in matter. Its first few chapters on the dawn of the computer age is absolutely fascinating. It suffers later one with some choices that seem to have been taken more for their ethical controversies than for their merits as games. This, I think, will mar the book and lose its appeal as what seemed ethically relevant to include in 2024, will not be so in 2034.
In the same genre, I have also gone through a myriad of paperbacks by the same author, a A Guide to ZX Spectrum Adventure Games - 1982-1985, 1986-1987 and 1988-1990, and later A Guide to ZX Spectrum Games - 1982-1984, 1985-1986 and 1987-1988 (more to come presumably!). These are somewhat different, as they intend to give short page and a half reviews of all ZX Spectrum adventure games (and games in general in the other volumes). While more amateur in scope, there's a lot of heart in it here. They're entertaning reads and highlight just how different in themes and mechanics games were back then - there was no putting everything into very specific genre boxes like today. By a different author, Twilight Inventory also goes into text adventure games, this time from 1980s to 1990s but also very much ZX Spectrum ones and, by the same author, also Game Development: The Rock and Roll Years: A life in pixels, an enlightening biography of just how crap it was to work in the industry in Britain - making crap games and working yourself to death. On that subject...
The Untold History of (Japanese) Game Developers (all four books volumes). It's quite a ride. These were initially kickstarted with the purpose of shipping the author
to Japan to interview mostly obscure Japanese developers (though there
are some quite well-known ones as well), in a context of the ephemeral
nature of video games and the fact that some had passed away and all
are, inevitably, ageing. The first 3 volumes deal with this and are massive, over A4 sized, over
400pages, small font size and almost wall-to-wall text. This leads to a
first criticism which is the need for editing. While, as said before,
there is a valid purpose to these, the content is composed of literal
interview transcripts. Due to this, there's a lot of stuff like
incidental comments, repeated comments over various interviews, etc that
should have been cut and streamlined. There is also practically no
digest or summary. Everything is just as it is and there's no
rationalization of what these developers share, as part of the greater
scheme of things. Thus, it reads like a real-time documentary on someone
going to Japan to interview these people rather than a book with
beginning, development, conclusions. In all, there's a lot of content in these, and interesting or even important content, but most of it is in a raw state. Mind, there aren't many books available that deal with the subject.
50 Years of Text Adventures frequently cited the Digital Antiquarian blog (which is indeed, pretty much a book in blog form, published continuously for almost 15 years now). By its author, The Future Was Here: The Commodore Amiga is a very interesting deep dive into this venerable computer, which found a niche in Europe, the demoscene and music and art creation in general. Great stuff.
As we're going into platform studies, then I'll adress some more. My favourite was All Hail the Vectrex: Ultimate Collector's Review Guide. A now practically forgotten machine, completely impossible to remake, it was indeed a gem from a different time and this book its dearest love letter. Before SNK brought arcades home, this was quite a machine from the future and the book is filled with love, respect and adoration while also being very humourous and an all-around entertaning read. By the same author Ultra Massive Sega Genesis Guide: Ultra Massive Volume 4 is also very fun. Not as exhaustive but filled on highs and lows in the author's unimitable yet endearing style, it is one of the greatest reads on a already much discussed machine. The Complete Sega 32X Guide is quite interesting as this add-on is so unloved. Maybe the only book 100% dedicated to it, it gives a fascinating insight into its history and games. There is indeed something from everyone... To finish, Space Battle: The Mattel Intellivision and the First Console War is one more in the series of books the author has penned regarding various 1970s and 1980s machines and its authoratively the best on this subject. I couldn't ask for more.
HG101 and Bitmap have by now developed an impressive library. Starting with the latter I delved into the history of on-foot shooters, scrolling beat-'em-ups and the N64. I must say that, while glorious, luxurious volumes, their books often are too fanatical or derivative and not informative enough, filling pages with illustrations but very little juice or insight. The on-foot shooters one, in particular, was very disappointing. Perhaps because it's not a genre I appreciate too much but, even still, the impression I was left with was that the subject didn't warrant a book, let a alone a book of this type. As for HG101 there were many. Favourites were Arcade Cult Classics, the guides to Shoot-Em-Ups, the guide to Shin Megami Tensei and the guide to the Famicom Disk System. The company or series ones were often more hit and miss and left me thinking as well that they should not have bothered putting out a book for them (or perhaps, only as part of a larger volume). As one of the foremost entities on game writing, it's still quite a laudable effort to document so much.
This year also saw the much awaited sequel to Supercade, now from 1985-2001. Perhaps because of the wait and for how seminal the original had been, or perhaps because much of its subject matter has already been done to death elsewhere, this felt a bit flat. Visual presentation is still spot on but there was indeed not much new to say. Strangely, the focus was now not on arcades. Nice to have, all the same and still looking forward to the continuation of this story.
We'll finish with three different books. From Coin-Ops to Table-Tops: The Essential Electronic Games book is the sort of book I enjoy a lot. Completely forgotten space wasters, lovingly preserved. Unfortunately not as deep or interesting as the earlier Electronikplastik, all the same it is a nice collection that suffers perhaps from a lack of insight, while beautifully photographed. Generation Decks: The Unofficial History of Gaming Phenomenon Magic: The Gathering is a fascinating insight into a very popular phenomenon, especially its origins and growing pains as a competitive card game. A Collector's History of Magic The Gathering: Volume 1 goes deeper into the various changes and alterations in the earlier sets. Despite its popularity there's very little documentation available on what is a fascinating success story that mirrors game development very well. It took me back 20 years as I too experienced its growth and development, the various myths in playing, collecting, rule changes and forgotten gems and information. Essential for fans.
Whew! That's everything regarding games in 2024 all done. Still the rest of the books, as well as music to come. Hang tight, we'll get there eventually!...