cuckqueanindustries: ingtld: cuckqueanindustries:Tail Tale (1988). Vulpesoft, Amiga. Dutch / Engli
cuckqueanindustries: ingtld: cuckqueanindustries: Tail Tale (1988). Vulpesoft, Amiga. Dutch / English. Tail Tale stands out as a lavish entry in the traditionally cheap-to-produce genre of interactive fiction. Access to the relatively advanced capabilities of the Amiga tempted Dutch developer Vulpesoft into stocking the game with an unusually lavish number of pictures, many of them used only during certain times in the game. In contrast to the single-protagonist model usually employed by IF, Tail Tale gave the player two traveling companions. Unfortunately, the need to control game state such that the companions’ part in the story remained believable meant that the types of complex puzzles expected by audiences were simply impossible to include and the game felt much shorter than expected. Tail Tale is also notable for its extended denouement. The player resolves the game’s main goal around halfway through the game’s total length; the rest of the game is devoted to an extended ending in which the player character and traveling companions return home. The final third of the game blossoms into a romance which - perhaps unfortunately - was considered by possible fans of this development to be hindered rather than helped by its insistence on remaining parser-driven. One rec.games.int-fiction user wrote that Tail Tale’s final wedding ring puzzle was “one of the most badly-timed puzzles I’ve ever played through” and that they were surprised to find themselves “just wanting to read the story instead of playing it”. Vulpesoft opted for a direct sales approach to distributing Tail Tale, accepting mail orders for the game directly rather than engaging distribution and publishing houses, so Tail Tale does not appear in any of the software catalogues of the day and was never seen outside of Europe. Art by Paintrfiend (sfw tumblr / nsfw tumblr / twitter / patreon) >examine catgirl This is seriously awesome! -- source link