Some had the Atari 2600. Others grew up with Mario and the NES. But for a lot of young, budding PC gamers, there were Humongous Entertainment's quirky and colorful edutainment titles. Now, these classic adventure games are making their way to Steam.
Every Sunday we dust off an article in our archive that you might have missed at the time or we think you'll enjoy again. On the eve of Dark Souls 2's PC release, here's Rich Stanton's take on the differing styles of storytelling at work in the original game and another great RPG of the year it came out, Skyrim. This article was originally published in December 2011.
How do you tell a story? Once upon a time there were two games, games of similar leanings that turned out entirely different - Dark Souls and Skyrim. Both have their tales to tell, a myth-hoard parcelled out through audio, text, environmental details and other characters. One stops being a game to do this. In the other, it just happens. Dark Souls is about looking and learning; Skyrim, looking and listening.
Both are fantasy RPGs, but the methods they use to engage players in their worlds are wildly different. Skyrim is a much larger canvas, an opulent and detail-packed space of boggling scope where everything's upfront - conversations, thousands of pages of in-game books to read, and exhaustive quest descriptions. It's a sprawl that's absolutely packed with things to find.