Добавить новость
Январь 2010 Февраль 2010 Март 2010 Апрель 2010 Май 2010
Июнь 2010
Июль 2010 Август 2010
Сентябрь 2010
Октябрь 2010
Ноябрь 2010
Декабрь 2010
Январь 2011
Февраль 2011 Март 2011 Апрель 2011 Май 2011 Июнь 2011 Июль 2011 Август 2011
Сентябрь 2011
Октябрь 2011 Ноябрь 2011 Декабрь 2011 Январь 2012 Февраль 2012 Март 2012 Апрель 2012 Май 2012 Июнь 2012 Июль 2012 Август 2012 Сентябрь 2012 Октябрь 2012 Ноябрь 2012 Декабрь 2012 Январь 2013 Февраль 2013 Март 2013 Апрель 2013 Май 2013 Июнь 2013 Июль 2013 Август 2013 Сентябрь 2013 Октябрь 2013 Ноябрь 2013 Декабрь 2013 Январь 2014 Февраль 2014
Март 2014
Апрель 2014 Май 2014 Июнь 2014 Июль 2014 Август 2014 Сентябрь 2014 Октябрь 2014 Ноябрь 2014 Декабрь 2014 Январь 2015 Февраль 2015 Март 2015 Апрель 2015 Май 2015 Июнь 2015 Июль 2015 Август 2015 Сентябрь 2015 Октябрь 2015 Ноябрь 2015 Декабрь 2015 Январь 2016 Февраль 2016 Март 2016 Апрель 2016 Май 2016 Июнь 2016 Июль 2016 Август 2016 Сентябрь 2016 Октябрь 2016 Ноябрь 2016 Декабрь 2016 Январь 2017 Февраль 2017 Март 2017 Апрель 2017 Май 2017
Июнь 2017
Июль 2017
Август 2017 Сентябрь 2017 Октябрь 2017 Ноябрь 2017 Декабрь 2017 Январь 2018 Февраль 2018 Март 2018 Апрель 2018 Май 2018 Июнь 2018 Июль 2018 Август 2018 Сентябрь 2018 Октябрь 2018 Ноябрь 2018 Декабрь 2018 Январь 2019
Февраль 2019
Март 2019 Апрель 2019 Май 2019 Июнь 2019 Июль 2019 Август 2019 Сентябрь 2019 Октябрь 2019 Ноябрь 2019 Декабрь 2019 Январь 2020
Февраль 2020
Март 2020 Апрель 2020 Май 2020 Июнь 2020 Июль 2020 Август 2020 Сентябрь 2020 Октябрь 2020 Ноябрь 2020 Декабрь 2020 Январь 2021 Февраль 2021 Март 2021 Апрель 2021 Май 2021 Июнь 2021 Июль 2021 Август 2021 Сентябрь 2021 Октябрь 2021 Ноябрь 2021 Декабрь 2021 Январь 2022 Февраль 2022 Март 2022 Апрель 2022 Май 2022 Июнь 2022 Июль 2022 Август 2022 Сентябрь 2022 Октябрь 2022 Ноябрь 2022 Декабрь 2022 Январь 2023 Февраль 2023 Март 2023 Апрель 2023 Май 2023 Июнь 2023 Июль 2023 Август 2023 Сентябрь 2023 Октябрь 2023 Ноябрь 2023 Декабрь 2023 Январь 2024 Февраль 2024 Март 2024 Апрель 2024 Май 2024 Июнь 2024 Июль 2024 Август 2024 Сентябрь 2024 Октябрь 2024 Ноябрь 2024 Декабрь 2024 Январь 2025 Февраль 2025 Март 2025 Апрель 2025 Май 2025 Июнь 2025 Июль 2025 Август 2025 Сентябрь 2025 Октябрь 2025 Ноябрь 2025 Декабрь 2025 Январь 2026 Февраль 2026 Март 2026 Апрель 2026
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
20
21
22
23
24
25
26
27
28
29
30
Game News |

This '90s PC game's one-of-a-kind combination of puzzles and RPG heroics was the perfect way to jumpstart my brain for the new year

Pasokon Retro is our regular look back at the early years of Japanese PC gaming, encompassing everything from specialist '80s computers to the happy days of Windows XP.

Developer: Kogado Studio Released: 1991 PCs: PC-98, X68000 (Image credit: Kogado Studio)

The mysterious snack-hoovering gap between holiday celebrations and getting back to normal is a great time to clear out the personal cobwebs, set your sights on a few goals, and try a little self-improvement. If the streets around my home are anything to go by, most people seem to think that starting the year right means getting a lot of fresh air and exercise, jogging around until you're nothing but a bag of sweat encased in lycra.

Nope. No. No way. Have you seen outside? It's got things like "weather" and "other people" in it, and I can't even quick load my way out of a bad dialogue choice if I bump into someone. What I wanted to do this January was:

  1. Stay warm and inside at any cost
  2. Jolt my mind out of its novelty cheese board induced haze without having to chug an entire jug of coffee first

Testing my [in]considerable intellect against a puzzle game seemed like the obvious thing to do, but none of the obvious choices really got my heart fluttering. Neatly stacking shapes and matching colours felt a bit too familiar—I wanted to play something fresh, something I'd have to devote my full attention to.

Which is why I ended up playing Sabnack, a 1991 PC-98 think 'em up (available digitally!) that contains an unusual fusion of ideas. I have to get a specific item to a goal by manipulating various objects in a tricky handcrafted stage. That sounds like it could describe basically any puzzle game; the difference in Sabnack is that I'm also acting like I'm the star of an action RPG at the same time. Weaving through hordes of enemies and directing magical knights to fell my foes is just as important as carefully solving the latest problem.

In theory, it's simple. Alf, who, thanks to his red hair and heroic demeanor looks an awful lot like he got lost on his way to audition for Ys, has to find the petrified fairy on each stage, revive them with a swish of his magical cape, and then safely escort them to the exit.

It is, of course, never that simple. It's not even that simple in the very first stage.

One of Sabnack's unique quirks is that anyone Alf brings to life stays in whatever position they were in, relative to him, when he first caped in their general direction. If they were above him when he brought them to life, they stay above him as he moves around.

Image 1 of 7

(Image credit: Kogado Studio)
Image 2 of 7

(Image credit: Kogado Studio)
Image 3 of 7

(Image credit: Kogado Studio)
Image 4 of 7

(Image credit: Kogado Studio)
Image 5 of 7

(Image credit: Kogado Studio)
Image 6 of 7

(Image credit: Kogado Studio)
Image 7 of 7

(Image credit: Kogado Studio)

If the formation I've found myself in can't fit through a small gap, or hasn't got the right ally in the right place, or even if it's something as simple as the exit being to the left when the fairy's stood to his right, then I have to find another way around—or something I can push my stubborn new friend into, shunting them into a newt spot or even forcing them to detach entirely, temporarily turning them back into immovable stone.

I hoped the game would gently remix this core idea for a few early stages, making sure I felt confident with it before moving on. Instead the second stage introduced monsters so deadly I'd fail if I touched them even once. Not long after monsters started marching straight towards me then ominously pacing back and forth if they got caught behind a line of trees or similar obstruction. To get past them alive I had to use Alf's tasty heroic body to tempt them over to one side, and then quickly dash in the opposite direction. The behaviour of these tiny sprites brought Resident Evil 2's walking nightmare Mr. X to mind, both of them utterly relentless opponents who wouldn't stop tormenting me until one of us was dead.

I can't remember the last time a puzzle game made my heart race like I'd just cleared a horror game chase sequence. And I'd barely started!

That unexpected rush of pure adrenaline turned out to be just what I needed in January, shocking me into a strange sort of fear-fuelled focus. I knew that these enemies were deadly, but I could now see that they—and all the others—were always bound by their own strict set of rules. Some can only move when I do, while others always turn right when they hit a wall, or can only move horizontally, allowing me to safely stand right next to them. Whatever form they come in they're always a little slower than Alf too, the compact stage design daring me to bravely squeeze through a small gap that may only exist for a brief moment of time.

After some practice, plenty of restarts, and more than a few bouts of creative swearing, I started to make some real progress, not only completing stages that once looked impossible, but thoroughly clearing the maps of enemies before confidently strolling to the exit in record time. I was unstoppable. I was invincible.

I was swiftly undone by my own inflated ego thanks to a sudden change of scenery.

Sabnack's RPG-like setting isn't just for show. Like all the best adventures, doing well only means I'm plunged into even more danger, the green grasses and blue waters of the opening areas replaced with grimy graveyards teeming with ghouls and narrow passages leading to bone-filled pools. I suddenly felt very small, well aware that everything I thought I'd mastered was about to be twisted into something different and deadly.

(Image credit: Kogado Studio)

And just a little hopeful, too. Like any other fantasy story, Sabnack treats a new place as a chance to introduce new allies, in this case spell-flinging sorcerers capable of damaging enemies from afar. If it was just another '90s RPG, they'd be a new friend by my side. If it was one more puzzle game in my collection, that would mean I had a new strategic tool at my disposal. But Sabnack's always a bit of both, and that turns even something as mundane as One New Guy into something that feels brand new, even in the cold light of 2025. I soon started looking forward to finding their stone statues around the death-filled maps, wondering what sort of monsters we'd have to face together, and if I'd be able to use their unique abilities to clear the latest conundrum.

It'd be tough. And tense. And I had no doubt I was about to spend a not-insignificant amount of my month yelling at my screen in frustration, or weirdly scared by the way something just a few pixels high moved.

But it was still better than jogging.



Читайте также

Philips is bringing its 5K dual-mode gaming monitor to the West, and it comes in a neat white shell

Turtle WoW classic server announces shutdown after Blizzard wins injunction

We owe Fallout's existence to an admiral and his officers teaching its designer to play D&D in 1979




Game24.pro — паблик игровых новостей в календарном формате на основе технологичной новостной информационно-поисковой системы с элементами искусственного интеллекта, гео-отбора и возможностью мгновенной публикации авторского контента в режиме Free Public. Game24.pro — ваши Game News сегодня и сейчас в Вашем городе.

Опубликовать свою новость, реплику, комментарий, анонс и т.д. можно мгновенно — здесь.