Video games

Video games and interactive content.

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Amsilvania Castle
Amsilvania CastleAMSILVANIA CASTLE es un divertido juego de aventuras con magníficos gráficos, en el que Vd. participa activamente. Su objetivo es conseguir el mayor número de riquezas que encierra el Castillo de Amsilvania. Para ello debe recorrer las diferentes habitaciones del tenebroso castillo (150 en total), hasta llegar a la gran cámara arisi, donde los sueños de cualquier buscador de tesoros pueden hacerse realidad. Pero no crea que le será fácil. Un gran número de peligros acechan constantemente: pozos ocultos, habitaciones oscuras, escorpiones, mazmorras... De todos ellos podrá escapar si ha realizado las compras oportunas antes de empezar el difícil trayecto. Dispone de cuerdas para subir de los abruptos pozos, antídotos contra el mortal veneno de los escorpiones... (A esta opción puede acceder en cualquier momento del juego). Todavía nadie ha logrado salir victorioso de esta difícil misión. ¡Sea Vd. el primero y descubra los secretos del Castillo de Amsilvania! INDICACIONES Para facilitarle la tarea, le presentamos una lista de las teclas que necesita para conseguir su objetivo: LETRA - FUNCIÓN - CONDICIONES FLECHAS - Mover al aventurero - (+ SHIFT = Movimiento Rápido) 0 - Vaciar las manos 1 - Llave de hierro - Manos vacías. Llave ya encontrada. 2 - Llave de oro 3 - Alicates - Manos vacías. Haberlos comprado. 4 - Linterna - Manos vacías. Tener pilas. 5 - Frasco energético - Manos vacías. Tener alguno. 6 - Antídoto anti-escorpión - Manos vacías. Haber comprado. A - Abrir rejas y... - Llave en mano. B - Coger objeto - Manos vacías. Estar en posición. C - Cuerda (dentro del pozo) - Tener cuerdas compradas. S - Subir (dentro del pozo) - Haber puesto antes la cuerda. F - Forzar la tapa del cofre - Tener alicates en mano. M - Abandonar juego - Situación desesperada. B - Balace provisional - Cambiar de habitación. La opción B permite ver la cantidad de objetos de que se dispone. Para utilizarla es preciso pulsar la tecla B, y al salir de la habitación aparecerá el balance. En ocasiones, al abrir una reja o un cofre, aparecerá el mensaje "no se abre". Insista hasta que el óxido desaparezca de las bisagras.
The Dark Eye
The Dark EyeThe Dark Eye is a computer game of the horror genre, released in 1995 for the PC by the now-defunct software company Inscape. Upon its release the game attracted little attention from either critics or consumers, though it has received some attention since and, arguably, cult status. The game featured combined 3-D graphics, stop motion animation and video segments. With its unconventional interface, storyline, and characters, the game's peculiarity became its selling point. The characters are largely lifelike in appearance except for their clay-modeled faces, which are often distorted or feature grotesquely exaggerated features. This near-realism, sometimes referred to as the uncanny valley, contributed to the game's ambience of unease and anxiety. The character animation is stop-motion. Inscape did the art design of the puppets (lead artist Bruce Heavin) and had a Hollywood house actually make them. Inscape then hired two stop-motion animators and Russell Lees spent many, many hours in a hot, dark warehouse directing the animations. The working hours were from 7 am to 7 pm for about a month. They created computer-generated screenshots of the environments and shot against blue-screen, and they had a director of photography light them to match the environment. Also notable was the use of author William S. Burroughs as a voice actor: Burroughs provided not only the voice for the character of Edwin, but also voiceovers of two slide-show sequences illustrating the short story "The Masque of the Red Death" and the poem "Annabel Lee". Another story, "The Premature Burial", can be found while reading the newspaper during "The Tell-Tale Heart", and the poem "To Helen" can be read while playing the victim in "Berenice". Thomas Dolby composed the game's music. ------------------- Structurally, the game was a point-and-click adventure fueled by the macabre stories of Edgar Allan Poe. The player could experience three of the stories ("The Cask of Amontillado", "The Tell-Tale Heart", and "Berenice") from the perspectives of both murderer and victim. The game presented no choices to make, no life-or-death decisions, and no points; similar to other point-and-click adventures like Myst, the game simply waited for the player to find the next hotspot or location, at which point another video would play to advance the plot. During the portions that were direct interpretations of Poe's stories, the player was constrained to follow the actions of the stories' characters. The player could carry only one item at a time. Much of the animation in The Dark Eye consisted of QuickTime movies, either full-screen or smaller looping segments framed by a static background. -------------------------