Musings on the adventure genre, developer columns and other special features
Why ‘Gone Home’ Is a Game feature
Designer Steve Gaynor explains why the family story exploration is still a game without guns, puzzles, or other traditional obstacles.
If Not Puzzles… What? feature
Riddle me this: Are puzzles really important to adventures, or are they holding back the genre like an obstacle blocking forward progress?
Adventures have long been speaking to us, but it's time they finally let players talk back.
The Negative Psychology of No feature
With the genre's popularity shrinking over the years, it's time adventures stopped purposely turning people away.
The crowd-sourcing phenomenon may be a dream come true, but it comes with a pinch of caution.
The feature-length animated film hits most of the right notes with its stellar production values and multiple plot twists.
No need to parse words: if you don't watch this inspired DVD film documentary on the history of text adventures, you are likely to be eaten by a grue.
Though heavily subjective, this comprehensive review guide through the genre's glory years is recommended reading.
Mark joined Jane Jensen and company in the Gray Matter recording studio, and lived to tell the tale... with video interviews!
From the desk of Tex Murphy's co-designer comes a candid genre retrospective with a bright outlook of opportunity for the future.
An all-new monthly feature of developer guest columns premieres as Steve Ince sees opportunity in interesting times.
Having turned the page from its classic adventure days, now you can return the favour in this hardcover history of LucasArts.
Accessible Gaming feature
In honour of this week's World Usability Day, AG lends a hand to One Switch's Barrie Ellis in promoting accessible games for all.
No Sliding the Slippery Slope feature
With more and more games defying easy classification, AG clarifies its stance on cross-genre game coverage.
Too many adventures collapse due to a weak, generic foundation that doesn't support the gameplay.