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ADVENTURE GAME HINTS & HELP
01/08/25 10:43 PM
Come check out and hopefully participate in the new photo gallery Here.

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CASUAL GAMES
01/08/25 10:42 PM
Come check out and hopefully participate in the new photo gallery Here.

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ADVENTURE GAME DISCUSSIONS
01/08/25 10:41 PM
Come check out and hopefully participate in the new photo gallery Here.

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BOOMER REVIEWS
01/08/25 04:54 PM
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I am about 40 minutes in and this is living up to the many good things I had read about it.

Loco Motive is high end pixel art of the 2D point and click murder most horrid variety. On a train of course, one chock full of quirky characters, inventory items begging to be taken and sultry jazz. Plus, other suitable sounds, and all of it voiced.

To date I have played one character, but will apparently get the chance to play three. I will tell you more about how that works in the full review.

It plays with the mouse and a minimal set of keyboard controls. Tab to highlight hotspots, use 'I' for inventory or click the icon bottom left, double click to run, tweak settings to suit. It autosaves regularly but you can save at will. Scenes can slide sideways (it's a long train) or be stylishly contained to what's on screen. You can even play noir style (black and white) should you wish.

It looks and feels good, and I look forward to the 10 hours or so that by most accounts awaits.
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THE DARKSIDE (RPG's, ACTION & MORE)
01/01/25 03:50 PM
It seems Darkside Games have done very well in 2024
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BOOMER REVIEWS
12/31/24 07:15 PM
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This is an intriguing piece that passed me by when it was released, but which somehow showed up in my Steam library recently (I say somehow cos I don't remember buying it 🙂).

Four chapters are available, once you unlock the earlier ones. I have just completed the first.

This one was a text adventure, the visuals being a little more elaborate than what you might expect. It drips the 80's, and reminded me of a number of things. Including Anatomy, which has nothing to do with the 80's but which also regurgitates a same but different play-through.

I have no idea what is to come in the next chapters but I enjoyed this one. I largely missed the whole text adventure scene first time around so this offered something different just by being different. It can be a tad cantankerous in terms of the instructions it will take, but experimentation and a bit of patience should find the way forward.

I look forward to the next three chapters and will tell you more when I finish.
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BOOMER REVIEWS
12/25/24 07:24 PM
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This is pixelly point-and-click, and I have just completed Chapter 1. Allowing for a peek or two at a walkthrough, it took me about 45 rather enjoyable minutes.

You play Sam and Archer, brother and sister twins spending summer on Oak Island with their Uncle. We pick them up just as they arrive and, not surprisingly, the most mundane of tasks becomes a whole lot more elaborate.

Each screen is discrete, in the sense that it doesn't scroll or slide. It's a 2D largely static world, explored with the mouse. Right click cycles through the cursor options (look, talk, interact) and left click utilises the choice. The edges of the screen might say something like "go to motel" and clicking will change the scene in front of you.

To date, the twins are present in each screen and you don't choose between them or activate them separately in any way. Just go about your business and they will interact as they think fit. Whether that might change I will have to find out.

There have been a number of NPCs to chat with, many essential to the various conundrums. All of those have been inventory based thus far, and talking to people certainly helped identify possible ways forward. Some things I didn't fathom, hence the walkthrough peeks, but in hindsight I could see how you might have put (almost all) the pieces together.

There is no spoken word and a simple soundtrack and some puzzle trills here and there accompany things. I confess I played most of the 45 minutes without my headphones.

There is no highlighting hotspots, but these have been generous to date and I can't imagine you having trouble finding them.

It's lo-fi as far as the pixel art goes but I haven't found it discouraging.

The inventory appears when you move the mouse top of screen, and click to use an item in the game world. You can save at will. Choose topics to converse about from a menu that pops up when chatting, and don't be surprised if this grows as you chat. There has been a wry humour to much of the conversation thus far.

The game promises some weirdness that I won't spoil, as well as more than 100 locations and two main endings and a secret one.

It's been an encouraging start.
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