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In the mid 2010s the interest in the classic adventure game has been on the raise, following Creator/TimSchafer and his studio Creator/DoubleFine very successful crowdfunding campaign through Platform/{{Kickstarter}} for a "classic point-and-click adventure." Inspired by this, many of the golden oldies developers for the genre, including much of the old guard of Sierra On-Line, has reunited under new banners and launched their own successful campaigns for either [[VideoGameRemake remakes]], {{Spiritual Successor}}s, or in some cases straight-up sequels for their old series. This in turn has led to actual reboots of old franchises, and more Indy games based on the genre.
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In the mid 2010s the interest in the classic adventure game has been on the raise, following Creator/TimSchafer and his studio Creator/DoubleFine very successful crowdfunding campaign through Platform/{{Kickstarter}} UsefulNotes/{{Kickstarter}} for a "classic point-and-click adventure." Inspired by this, many of the golden oldies developers for the genre, including much of the old guard of Sierra On-Line, has reunited under new banners and launched their own successful campaigns for either [[VideoGameRemake remakes]], {{Spiritual Successor}}s, or in some cases straight-up sequels for their old series. This in turn has led to actual reboots of old franchises, and more Indy games based on the genre.
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Changed line(s) 19,20 (click to see context) from:
In the mid 2010s the interest in the classic adventure game has been on the raise, following Creator/TimSchafer and his studio Creator/DoubleFine very successful crowdfunding campaign through Website/{{Kickstarter}} for a "classic point-and-click adventure." Inspired by this, many of the golden oldies developers for the genre, including much of the old guard of Sierra On-Line, has reunited under new banners and launched their own successful campaigns for either [[VideoGameRemake remakes]], {{Spiritual Successor}}s, or in some cases straight-up sequels for their old series. This in turn has led to actual reboots of old franchises, and more Indy games based on the genre.
to:
In the mid 2010s the interest in the classic adventure game has been on the raise, following Creator/TimSchafer and his studio Creator/DoubleFine very successful crowdfunding campaign through Website/{{Kickstarter}} Platform/{{Kickstarter}} for a "classic point-and-click adventure." Inspired by this, many of the golden oldies developers for the genre, including much of the old guard of Sierra On-Line, has reunited under new banners and launched their own successful campaigns for either [[VideoGameRemake remakes]], {{Spiritual Successor}}s, or in some cases straight-up sequels for their old series. This in turn has led to actual reboots of old franchises, and more Indy games based on the genre.
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* ''VideoGame/ReturnToMonkeyIsland''
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** ''BS Detective Club: Lost Memories in the Snow'' (1997)
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** ''BS Detective Club: Lost Memories in the Snow'' ''VisualNovel/BSDetectiveClubLostMemoriesInTheSnow'' (1997)
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Also called ''VideoGame/{{Myst}}[==]-clones'' or ''TwoAndAHalfD'', present pre-rendered 3D environments from a first-person perspective. Early examples tended to have the feel of interactive slideshows (this is a fair comparison: ''VideoGame/{{Myst}}'' was originally created on an early Platform/{{Macintosh}} slideshow program called UsefulNotes/HyperCard). Later games in this genre employed pre-rendered panoramic images (often using Quicktime VR) instead of 2d slides. Emphasis usually moved away from inventory management and toward "set-piece" puzzles involving the manipulation of a piece of machinery. The use of Full Motion Video in cutscenes became common for a time. Examples: ''VideoGame/TheJourneymanProject'', ''VideoGame/{{Myst}}'', ''VideoGame/Shivers1995'', ''VideoGame/ZorkGrandInquisitor'', and ''VideoGame/NancyDrew''.
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Also called ''VideoGame/{{Myst}}[==]-clones'' or ''TwoAndAHalfD'', present pre-rendered 3D environments from a first-person perspective. Early examples tended to have the feel of interactive slideshows (this is a fair comparison: ''VideoGame/{{Myst}}'' was originally created on an early Platform/{{Macintosh}} slideshow program called UsefulNotes/HyperCard).MediaNotes/HyperCard). Later games in this genre employed pre-rendered panoramic images (often using Quicktime VR) instead of 2d slides. Emphasis usually moved away from inventory management and toward "set-piece" puzzles involving the manipulation of a piece of machinery. The use of Full Motion Video in cutscenes became common for a time. Examples: ''VideoGame/TheJourneymanProject'', ''VideoGame/{{Myst}}'', ''VideoGame/Shivers1995'', ''VideoGame/ZorkGrandInquisitor'', and ''VideoGame/NancyDrew''.
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** ''Famicom Detective Club: The Missing Heir'' (1988)
** ''Famicom Detective Club Part II: The Girl Who Stands Behind'' (1989)
** ''Famicom Detective Club Part II: The Girl Who Stands Behind'' (1989)
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** ''Famicom Detective Club: The Missing Heir'' ''VisualNovel/FamicomDetectiveClubTheMissingHeir'' (1988)
** ''Famicom Detective Club Part II: [[VisualNovel/FamicomDetectiveClubTheGirlWhoStandsBehind The Girl Who StandsBehind'' Behind]]'' (1989)
** ''Famicom Detective Club Part II: [[VisualNovel/FamicomDetectiveClubTheGirlWhoStandsBehind The Girl Who Stands
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In the late 2000s and early 2010s a new sub-genre of 3D adventure games emerged, so-called '''EnvironmentalNarrativeGames''' (Sometimes colloquially called '''Walking Simulators''', an originally derisive term that has become more neutral towards the late 2010s). These games retain the emphasis on storytelling and exploration commonly associated with adventure games as a whole, but tend to be extremely minimalist in their presentation and game mechanics, and often avoid puzzles or challenges of any kind.
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In the late 2000s and early 2010s a new sub-genre SubGenre of 3D adventure games emerged, so-called '''EnvironmentalNarrativeGames''' (Sometimes colloquially called '''Walking Simulators''', an originally derisive term that has become more neutral towards the late 2010s). These games retain the emphasis on storytelling and exploration commonly associated with adventure games as a whole, but tend to be extremely minimalist in their presentation and game mechanics, and often avoid puzzles or challenges of any kind.
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** ''VisualNovel/SpiritHunterDeathMarkII'' (2024)
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** ''Another Code: Two Memories'' (2005)
** ''Another Code: R – A Journey into Lost Memories'' (2009)
** ''Another Code: Recollection'' (2024)
** ''Another Code: R – A Journey into Lost Memories'' (2009)
** ''Another Code: Recollection'' (2024)
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* ''VideoGame/{{Memoria}}''
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* ''VideoGame/{{Memoria}}''''VideoGame/{{Memoria|2013}}''
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* ''VideoGame/LiveStreamEscapeFromHotelIzanami''
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* ''VideoGame/Pedestal2021
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* ''VideoGame/Pedestal2021''VideoGame/Pedestal2021''
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* ''VideoGame/LiveStreamEscapeFromHotelIzanami''
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* ''VideoGame/AMallNearYou''
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* ''VideoGame/AMallNearYou''
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* ''VideoGame/{{Pedestal}}''
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* ''VideoGame/{{Pedestal}}''''VideoGame/Pedestal2021
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Also called ''VideoGame/{{Myst}}[==]-clones'' or ''TwoAndAHalfD'', present pre-rendered 3D environments from a first-person perspective. Early examples tended to have the feel of interactive slideshows (this is a fair comparison: ''VideoGame/{{Myst}}'' was originally created on an early UsefulNotes/{{Macintosh}} slideshow program called UsefulNotes/HyperCard). Later games in this genre employed pre-rendered panoramic images (often using Quicktime VR) instead of 2d slides. Emphasis usually moved away from inventory management and toward "set-piece" puzzles involving the manipulation of a piece of machinery. The use of Full Motion Video in cutscenes became common for a time. Examples: ''VideoGame/TheJourneymanProject'', ''VideoGame/{{Myst}}'', ''VideoGame/Shivers1995'', ''VideoGame/ZorkGrandInquisitor'', and ''VideoGame/NancyDrew''.
to:
Also called ''VideoGame/{{Myst}}[==]-clones'' or ''TwoAndAHalfD'', present pre-rendered 3D environments from a first-person perspective. Early examples tended to have the feel of interactive slideshows (this is a fair comparison: ''VideoGame/{{Myst}}'' was originally created on an early UsefulNotes/{{Macintosh}} Platform/{{Macintosh}} slideshow program called UsefulNotes/HyperCard). Later games in this genre employed pre-rendered panoramic images (often using Quicktime VR) instead of 2d slides. Emphasis usually moved away from inventory management and toward "set-piece" puzzles involving the manipulation of a piece of machinery. The use of Full Motion Video in cutscenes became common for a time. Examples: ''VideoGame/TheJourneymanProject'', ''VideoGame/{{Myst}}'', ''VideoGame/Shivers1995'', ''VideoGame/ZorkGrandInquisitor'', and ''VideoGame/NancyDrew''.
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Renamed game
Deleted line(s) 979 (click to see context) :
* ''VideoGame/{{Backbone}}''
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* ''VideoGame/TailsNoir''
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** ''VideoGame/BeyondShadowgate2023''
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** ''VideoGame/BeyondShadowgate2023''''[[VideoGame/BeyondShadowgate2024 Beyond Shadowgate (2024)]]''
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Changed line(s) 38,39 (click to see context) from:
Also called ''VideoGame/{{Myst}}-clones'' or ''TwoAndAHalfD'', present pre-rendered 3D environments from a first-person perspective. Early examples tended to have the feel of interactive slideshows (this is a fair comparison: ''VideoGame/{{Myst}}'' was originally created on an early UsefulNotes/{{Macintosh}} slideshow program called UsefulNotes/HyperCard). Later games in this genre employed pre-rendered panoramic images (often using Quicktime VR) instead of 2d slides. Emphasis usually moved away from inventory management and toward "set-piece" puzzles involving the manipulation of a piece of machinery. The use of Full Motion Video in cutscenes became common for a time. Examples: ''VideoGame/TheJourneymanProject'', ''VideoGame/{{Myst}}'', ''VideoGame/Shivers1995'', ''VideoGame/ZorkGrandInquisitor'', and ''VideoGame/NancyDrew''.
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Also called ''VideoGame/{{Myst}}-clones'' ''VideoGame/{{Myst}}[==]-clones'' or ''TwoAndAHalfD'', present pre-rendered 3D environments from a first-person perspective. Early examples tended to have the feel of interactive slideshows (this is a fair comparison: ''VideoGame/{{Myst}}'' was originally created on an early UsefulNotes/{{Macintosh}} slideshow program called UsefulNotes/HyperCard). Later games in this genre employed pre-rendered panoramic images (often using Quicktime VR) instead of 2d slides. Emphasis usually moved away from inventory management and toward "set-piece" puzzles involving the manipulation of a piece of machinery. The use of Full Motion Video in cutscenes became common for a time. Examples: ''VideoGame/TheJourneymanProject'', ''VideoGame/{{Myst}}'', ''VideoGame/Shivers1995'', ''VideoGame/ZorkGrandInquisitor'', and ''VideoGame/NancyDrew''.
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* ''VideoGame/ShadowPoint''
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* ''VideoGame/BladeRunner''
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* ''VideoGame/BladeRunner''''VideoGame/BladeRunner1997''
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** ''VideoGame/PoliceQuest1InPursuitOfTheDeathAngel''
** ''VideoGame/PoliceQuest2TheVengeance''
** ''VideoGame/PoliceQuest3TheKindred''
** ''VideoGame/PoliceQuest4OpenSeason''
** ''VideoGame/PoliceQuest2TheVengeance''
** ''VideoGame/PoliceQuest3TheKindred''
** ''VideoGame/PoliceQuest4OpenSeason''
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** ''[[VideoGame/ShadowgateVRTheMinesOfMythrok Shadowgate VR: The Mines of Mythrok]]'' (2021)
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** ''VideoGame/BeyondShadowgate1993''
** ''VideoGame/Shadowgate64TrialsOfTheFourTowers'' (1999)
** ''VideoGame/BeyondShadowgate2023''
** ''VideoGame/Shadowgate64TrialsOfTheFourTowers'' (1999)
** ''VideoGame/BeyondShadowgate2023''
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* ''VideoGame/TheDig''
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* ''VideoGame/TheDig''''VideoGame/{{The Dig|1995}}''