Space Quest II remake

edited January 2012 in General Chat
There is a remake of Space Quest II: Vohaul's Revenge out on PC. Oh, and apparently it's free.

I know this is technically the King's Quest forum but I sort of see it as a Sierra related news hub too.
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Comments

  • edited December 2011
    Ya, that's the unofficial fan remake by Infamous Adventures. There are actually two free Space Quest unofficial fan games out, both released recently, see also;

    http://www.vohaulstrikesback.com/
  • edited December 2011
    That's cool, I'm interested to hear what people on these forums think of them. I have all the Space Quest games on GOG, and I've only ever played the later ones (and even then not for a very long time).

    Should I just play the original versions or are the remakes worthwhile?
  • edited December 2011
    Personally, I'm for playing the originals first, and then playing the remakes. That way you can have fun seeing where they differ from each other... How, things have evolved.

    The remakes often deviate from the storyline or add occasional new puzzles. You also get to see the game as the original Sierra designers intended, along with the fan's reinterpretations...

    As for the new remake, I haven't been able to start it yet, its quite buggy on my system...

    VSB, works fine though.
  • edited December 2011
    I agree. It's best to play them as they were originally meant to be firs,t and then it's more fun to see them remade with new graphics, and the added voices acting :). I can't get the game to run on my PC though, and I think it's something to do with my resolution or some such. I did play their King's Quest III however, and liked it a lot.
  • edited January 2012
    Yes, the original SQ I and II are excellent games and it's definitely worthwhile to play the originals first. I thought they did a great job on the KQ II+III remakes, but I had played the original text adventures several times beforehand, so that is probably why I enjoyed them so much.
  • edited January 2012
    IA only did a KQ3 remake. AGDI did 1, 2, and 3. And the original games are not text adventures. They're graphic adventures with a parser. Text adventures usually consist of zero graphics! ;)

    The original games are definitely worth it. That's why they were remade in the first place! Not because we wanted to make them better (well, we did feel the need to improve CERTAIN parts, but not everything) but because we loved the originals and just wanted to make a worthy tribute to them. The originals are totally worth it.
  • edited January 2012
    I only played the AGDI remakes of KQ. The IA remake of KQ3 looks very unappealing in comparison.
    And the original games are not text adventures. They're graphic adventures with a parser. Text adventures usually consist of zero graphics! ;)

    Now you're just splitting hairs.
  • edited January 2012
    I only played the AGDI remakes of KQ. The IA remake of KQ3 looks very unappealing in comparison.

    Well there is there is the upcoming Gold Edition... It's more polished, and adds handpainted artwork... like the KQ1 and KQ2 enhanced versions by AGD.
  • edited January 2012
    caeska wrote: »
    Now you're just splitting hairs.

    I'm not splitting hairs, there's a big difference. Especially among text adventure groups.
  • edited January 2012
    Mystery House, was the 'first" 'graphic adventure'. King's Quest was the first "animated graphic adventure', etc.
  • edited January 2012
    I think it's awesome.

    I may be biased, though.


    Bt
  • edited January 2012
    I just finished Space Quest 2, they've done a great job on remaking a great, classic game. I especially liked the "smell" and "tongue" icons and there are some really funny lines. Me, I have to click on everything with every icon and I was pleased that there is a unique response to pretty much everything. And so many hilarious deaths...I had a very enjoyable time with the game.

    But what's with that resolution crap? I had to play it windowed and that's really annoying, especially when trying to click the pointer at the edge of the screen.

    And also I wasn't too happy with the voice-acting of the narrator. He also has a very bad voice which is poorly suited for narrating. Wilco's voice is decent though. Compare it with Bell's narrating in the KQ AGDI remakes, now that is excellent narrating.
  • edited January 2012
    I think the resolution issues are more to do with the engine than the makers. Lots of computers these days are starting to come out with really funky new resolutions that engines don't really know what to do with. I know Torque has some issues with anything that's not 4:3 or 16:9, wouldn't surprise me at all if AGS has similar problems.
  • edited January 2012
    Ok, here's the rundown.

    SQ2 was made in 320x200 native resolution. AGS isn't capable of specifying specific resolutions. All it can do is double, triple, and quadruple the resolution size. So that gets you 640x400, 960x600, or 1280x800 with the scaler options in "winsetup.exe". These are very non-standard resolutions on modern displays.

    There's an alternative, though. You can enable "Force alternate letterbox resolution" in winsetup.exe which changes the native resolution to 320x240 instead of 320x200 by adding 20 pixels to the top and bottom of the game window (black borders). Then when you add the scaler options you get 640x480, 960x720, and 1280x960. Those resolutions are a little more recognizable and tolerable by most monitors.

    I just wish AGS had a mouse-locking feature which you "lock" the mouse inside the game window when playing in windowed mode. I hate clicking on the edges as well.
  • edited January 2012
    Hey, Congrats to the IA people here on the SQ2 release, this is very exciting! I'm delighted to see there will be a Mac version "soon" -- presumably a wine-wrapped job? I might try to roll my own in the meantime because this goes to the top of my play-list, no questions asked. :D
  • edited January 2012
    There's an alternative, though. You can enable "Force alternate letterbox resolution" in winsetup.exe which changes the native resolution to 320x240 instead of 320x200 by adding 20 pixels to the top and bottom of the game window (black borders). Then when you add the scaler options you get 640x480, 960x720, and 1280x960. Those resolutions are a little more recognizable and tolerable by most monitors.

    Wish that would work on us with computers that have dual HD Intel and Nvidia Mobility 500M series cards on Windows 7 and i5/i7 cpus (not sure if this is related or not)... For whatever reason, even with the 'force alternate letterbox resolutions", these particular systems are just rejecting the 'full screen mode' (all out) and even the 16-bit color modes (this can be bypassed by switching monitor to '16-bit').

    AGS and non-native resolutions are starting to cause problems with certain laptop native resolutions...

    Vohaul Strikes Back appears to work fine in fullscreen because it uses a still standard 800x600 resolution.
  • edited January 2012
    640x480 is a standard resolution. The bare minimum, I believe. Unless that was upped to 800x600 with Vista or 7 recently.
  • edited January 2012
    640x480 still exists in Win 7 (and in Vista IIRC) kinda... but I think its been made primarily now a 'debug'/'compatibility' mode. It doesn't seem near as compatible, and you have go into special commands to even get to it... Basically you can attempt to force individual programs to load in that mode using the 'compatiblity tab', windows as a whole won't let you natively drop down to 640x480. So some programs that use 640x480 seems to cause problems.


    vista-compatibility-mode.png
    The default minimum is now 800x600 in the 'resolution config' screen!

    resolutioncontrol.png

    However, this may not necessarily be windows fault, it might be that the video card companies themselves have put 800x600 as the standard 'mininum' in their cards and windows is just reporting that.

    320x240 is essentially dead now, and no direct way for windows to switch to it natively. Windows will sometimes report an error saying that it can't handle that mode on older programs (emulators and other programs apparently have ways of getting around it though)...
  • edited January 2012
    So after replaying this game, I took special note of a couple of huge flaws, something which confuses the hell out of me. I thought I'd mention it.

    1: In the very first scene, when you're out in an EVA-suit exposed to the space but in an open section of the space station, you can die by walking of the edge and floating into the vast nothingness of space.
    However, surely if you did that, the crew on the space station would notice the crew member floating away from the station and send a ship to retrieve him. So how come nobody does? Why does Wilco keep floating away to his death? People go EV all the time, and also there should be a communicator inside the EVA-suit so he could comm the station, so there's absolutely no reason he shouldn't be rescued.

    2: Secondly, when you're on Vohaul's space station towards the end of the game, when you're at the restrooms, there are two doors leading into separate toilet facilities; one for bipedals and one for quadripedals/tentacle-species/slugs etc. Obviously you enter the facilities meant for bipedals, but when you later are once again standing outside those two doors, you might want to peruse the toilet with facilities for other species. However if you do click on the other door, while you can clearly see Wilco entering the other door this time to, he ends up in the exact same room he was in before; namely the toilet for bipedals.
    How can this be? Clearly 2 separate doors would lead into 2 different rooms, not the same one!

    So instead of having a sense of accomplishment from beating the game, I'm left with a sense of utmost confusion. What were Infamous Adventures thinking when they designed this game with such blatant logic flaws?
  • puzzleboxpuzzlebox Telltale Alumni
    edited January 2012
    Woodsyblue wrote: »
    I know this is technically the King's Quest forum but I sort of see it as a Sierra related news hub too.

    Definitely know what you mean there, but I'm moving this to General Chat on the basis that we wouldn't leave, for example, a Grim Fandango thread in the Monkey Island forum. I'll leave a long redirect for this thread on the KQ forum though. :)
  • edited January 2012
    caeska wrote: »
    So after replaying this game, I took special note of a couple of huge flaws, something which confuses the hell out of me. I thought I'd mention it.

    1: In the very first scene, when you're out in an EVA-suit exposed to the space but in an open section of the space station, you can die by walking of the edge and floating into the vast nothingness of space.
    However, surely if you did that, the crew on the space station would notice the crew member floating away from the station and send a ship to retrieve him. So how come nobody does? Why does Wilco keep floating away to his death? People go EV all the time, and also there should be a communicator inside the EVA-suit so he could comm the station, so there's absolutely no reason he shouldn't be rescued.

    2: Secondly, when you're on Vohaul's space station towards the end of the game, when you're at the restrooms, there are two doors leading into separate toilet facilities; one for bipedals and one for quadripedals/tentacle-species/slugs etc. Obviously you enter the facilities meant for bipedals, but when you later are once again standing outside those two doors, you might want to peruse the toilet with facilities for other species. However if you do click on the other door, while you can clearly see Wilco entering the other door this time to, he ends up in the exact same room he was in before; namely the toilet for bipedals.
    How can this be? Clearly 2 separate doors would lead into 2 different rooms, not the same one!

    So instead of having a sense of accomplishment from beating the game, I'm left with a sense of utmost confusion. What were Infamous Adventures thinking when they designed this game with such blatant logic flaws?

    Both of those are true to the original Sierra SQII. Nobody bothers to retrieve Roger probably because nobody really cares about him. As for the bathrooms... Yeah, I don't know why both doors lead to the same room, but they did that in the original game too.
  • edited January 2012
    caeska wrote: »
    2: Secondly, when you're on Vohaul's space station towards the end of the game, when you're at the restrooms, there are two doors leading into separate toilet facilities; one for bipedals and one for quadripedals/tentacle-species/slugs etc. Obviously you enter the facilities meant for bipedals, but when you later are once again standing outside those two doors, you might want to peruse the toilet with facilities for other species. However if you do click on the other door, while you can clearly see Wilco entering the other door this time to, he ends up in the exact same room he was in before; namely the toilet for bipedals.
    How can this be? Clearly 2 separate doors would lead into 2 different rooms, not the same one!

    This is a joke, right? Cause the door thing is... y'know... a joke. :p
  • edited January 2012
    Both of those are true to the original Sierra SQII. Nobody bothers to retrieve Roger probably because nobody really cares about him. As for the bathrooms... Yeah, I don't know why both doors lead to the same room, but they did that in the original game too.

    The whole point of a remake is to make the original game better. You can make changes for the better while still staying true to the original game.

    Oh and "Nobody bothers to retrieve Roger probably because nobody really cares about him"? That's ridiculous. Just because you don't like a person doesn't mean you just let him die if you see him in a predicament, such as in the process of floating away to his death. That's criminally negligent at best.
    Name one person who would be willing to risk losing his job and going to prison just to stand by and do nothing while a person he doesn't care about anyway dies for no reason. That makes no sense and you know it. They may not care about Wilco but they surely care about their own best interests.
    KuroShiro wrote: »
    This is a joke, right? Cause the door thing is... y'know... a joke. :p

    Well, if it's a joke, then I'm not laughing.
  • edited January 2012
    I just finished playing the remake, and really enjoyed it! I missed a couple of the puzzles accidentally. I can't find the spoiler tags so I won't say anything specific. I have played the original games years ago, but I don't think my brain could handle a parser and keys now. Even with point and click I still died over and over again! I attempted KQ4 last year and kept falling off things.
  • edited January 2012
    skeeter wrote: »
    I just finished playing the remake, and really enjoyed it! I missed a couple of the puzzles accidentally. I can't find the spoiler tags so I won't say anything specific. I have played the original games years ago, but I don't think my brain could handle a parser and keys now. Even with point and click I still died over and over again! I attempted KQ4 last year and kept falling off things.

    Just type "spoiler" in brackets to make the spoiler tags.
    And yeah, IA has done a great job overall on this remake, it's really funny and it really brings me back to way back when I played the original text parser game.
    Also, the deaths are immensely entertaining, so you should explore every possible death there is in the game! Just like in King's Quest.
  • edited January 2012
    @caeska:

    You've either clearly never played the original SQ2, don't have a functioning sense of humor, or some combination of both.

    A remake is not necessarily going to be a rewriting of the original. We wanted to stay true to the original in all of the respects that we loved most about it, namely the sarcastic tone and dry humor of the game, as well as the original non-hand-holding Sierra adventure game design. To that end, we left in many of the things from the original (such as a number of the dead ends) that some would decry as archaic and in need of improvement. The only major puzzle change early in the game was changed because maze puzzles of that sort really don't work well in point-and-click, and the asteroid was redesigned because in the original it is essentially a bunch of the same repeated corridors over and over again.

    Anyway, we're sorry you didn't get the humor and didn't like the game. We'll happily refund you the full purchase price.
  • edited January 2012
    puzzlebox wrote: »
    Definitely know what you mean there, but I'm moving this to General Chat on the basis that we wouldn't leave, for example, a Grim Fandango thread in the Monkey Island forum. I'll leave a long redirect for this thread on the KQ forum though. :)

    That's a good point, and well made. Seems pretty obvious when you think about it like that.
  • edited January 2012
    Lambonius wrote: »
    @caeska:

    You've either clearly never played the original SQ2, don't have a functioning sense of humor, or some combination of both.

    As I have said, I played the original SQ2 way back when games came on floppy disks. I've even played the original 1986 SQ1, which is why I fully appreciate the artistry of the old classic Sierra adventure games.
    I don't understand how you can possibly interpret my previous post to be the equivalent of me not having played SQ2 before.
    And what I've said before has absolutely nothing with having or not having a sense of humor.
    A remake is not necessarily going to be a rewriting of the original. We wanted to stay true to the original in all of the respects that we loved most about it, namely the sarcastic tone and dry humor of the game, as well as the original non-hand-holding Sierra adventure game design. To that end, we left in many of the things from the original (such as a number of the dead ends) that some would decry as archaic and in need of improvement.

    Did I ever say that I opposed dead-ends? I didn't. I have said many times that I am a big fan of the old Sierra design, where you could get yourself hamstrung later in the game because you didn't pick up an item earlier. That's a great thing, and one thing I particularly liked in Leisure Suit Larry 2.
    I've also suggested it many times on these forums that dead-ends and time restraints is something Telltale should adopt into their games. It makes games challenging, and challenging is good.
    The only major puzzle change early in the game was changed because maze puzzles of that sort really don't work well in point-and-click, and the asteroid was redesigned because in the original it is essentially a bunch of the same repeated corridors over and over again.

    That's my point exactly. You changed the maze and the corridors for the better in the remake. So why couldn't you do the same with other things in the game too? Like fixing the logical flaws of Wilco going through the wrong door or him not being retrieved by the space station crew when he "accidentally" walked off into space. Not everything that was in the original game is applicable in the remake, and you can stay true to the original and still change things around, including puzzle design. The maze was done very inventively, but there are many puzzles that would surely benefit from the same treatment.
    But that's hardly the point, is it? My original argument was the blatant logical flaw of Roger not being retrieved by a rescue craft at the start of the game, and the bathroom doors, where it wouldn't be hard to add either a barrier to prevent him from entering the quadripedal facilities or just simply have him enter the same door no matter what you click on.
    I don't know why, but you seemed intent on starting up a completely different issue and leading this thread even more astray than it already is.
    Anyway, we're sorry you didn't get the humor and didn't like the game.

    When did I say I didn't like the game? You have a strange way of interpreting facts. It's like me saying I want apples and you giving me oranges.
    We'll happily refund you the full purchase price.

    See that you do.
  • edited January 2012
    Ceaska, both bathroom doors lead to the same room because they are merely two side by side entrances to the same room. The room is too wide to logically have another room right next to it. The doors are in the center of the room. There's no room to the left or right for there to BE a second room. It's not a logic flaw. It's funny. If you don't get this than you don't have a sense of humour.

    As for the EVA suit thing....seriously? You're pointing out plot holes in a SPACE QUEST game? Space Quest has never been about story. But if you really want it explained, in the world of Space Quest it's perfectly reasonable (and humorous) to assume that nobody cares about Roger. It's funny because it's true.

    And as was said, both are in the original game and in my opinion have no need to be "improved" for the remake. In fact, I'd think both are integral parts of the humour of the original game. If you don't like them, maybe Space Quest isn't your thing.
  • edited January 2012
    Clearly the designers should have taken a page from the Leather Goddesses of Phobos design book and allowed the player to choose what sort of limbs/anatomy Roger has according to which door they pick.
  • edited January 2012
    caeska wrote: »
    ...and the bathroom doors, where it wouldn't be hard to add either a barrier to prevent him from entering the quadripedal facilities or just simply have him enter the same door no matter what you click on.

    Either you failed to notice that there are two doors leading into the same bathroom (that's the joke), or troll rating 3/10, would not rage.
  • edited January 2012
    It's a bathroom. It's a joke. If you note, in the bathroom, there is a urinal for some kind of wacked-out alien species in there.

    It's Space Quest - it's meant to be silly. There's little logic or reason to things.

    Boy. People argue over the strangest shit.


    Bt
  • edited January 2012
    MusicallyInspired said it best: The two aforementioned areas are intentionally silly because they are jokes. And they are exactly the style of dry jokes that the Space Quest series is known for. To remove them would have screwed with the sarcastic/dry humorous tone of the game. I can't imagine why anyone would want to do that, and can't understand why anyone who claimed to be a fan of Space Quest would be upset by it. :confused:
  • edited January 2012
    Just finished.

    WOW!, guys, I mean, just WOW! Everything was terrific -- art, sound, music, writing, humor, etc. I loved it!

    I have to confess, though, that I get pwned by SQ when it comes to points on first play-through :eek:. I think I finished with the bare minimum for completion. :o But... that just gives me the opportunity to play again with a new challenge, figure out how to adjust my approach and enjoy it once more!

    Thanks very much for bringing this to us. I can't even begin to imagine how much work went into it. You should be very proud of your accomplishment. :)
  • edited January 2012
    OK, I get it. The two doors lead into the same room and there is no separating wall. I still think it's silly and think it could have been done differently but that's my opinion. The matter doesn't have to be discussed further.

    However the issue of Wilco walking off the space station in the first screen and not being retrieved is completely unreasonable and I've yet to see a proper explanation for that.
    There is no reason that I can perceive why the crew on that station would let an innocent person die in the vacuum of space. Wilco should have been retrieved shortly after going EV and there is absolutely no reason to believe otherwise. Thus there should be no death screen in that instance.

    That said SQ2 is a great game and I've enjoyed it immensely. If you are planning to make a remake of SQ3 then I would approve of such an event.
  • edited January 2012
    You do not use serious logic on a Space Quest game. Roger walks off edge of ship, he floats off into space.... ha ha ha... oh, Roger - he's so dumb.

    It's a game. It's a silly game. It isn't freaking Dune, you know.


    Bt
  • edited January 2012
    caeska wrote: »
    However the issue of Wilco walking off the space station in the first screen and not being retrieved is completely unreasonable and I've yet to see a proper explanation for that.
    There is no reason that I can perceive why the crew on that station would let an innocent person die in the vacuum of space. Wilco should have been retrieved shortly after going EV and there is absolutely no reason to believe otherwise.

    And half-cyborg aliens don't really exist, and why would anyone think sending genetically engineered life insurance salesmen as a revenge plot against an entire planet was a good idea. And apes don't talk! WHAT THE FUCK?!?! :rolleyes:
  • edited January 2012
    The adventures of a Janitor in space, who naps in closets during Alien raids, is a very serious matter, Lambonius.

    Very serious.


    Bt
  • edited January 2012
    caeska wrote: »
    OK, I get it. The two doors lead into the same room and there is no separating wall. I still think it's silly and think it could have been done differently but that's my opinion. The matter doesn't have to be discussed further.
    AKA my opinion > everyone else and I don't want to hear any other opinion.
    However the issue of Wilco walking off the space station in the first screen and not being retrieved is completely unreasonable and I've yet to see a proper explanation for that.
    There is no reason that I can perceive why the crew on that station would let an innocent person die in the vacuum of space. Wilco should have been retrieved shortly after going EV and there is absolutely no reason to believe otherwise. Thus there should be no death screen in that instance.

    Nobody likes Roger. Nobody cares if Roger dies. Roger is a nobody. If he floats out into space they won't even notice he's gone. You're working off the assumption that the people on board Roger's space station are decent human beings. They're not. Roger rarely runs into decent human beings let alone decent aliens. He's a screwup and in the world of comedy a screwup is better off dead to nearly everyone around him.
  • edited January 2012
    caeska wrote: »
    So after replaying this game, I took special note of a couple of huge flaws, something which confuses the hell out of me. I thought I'd mention it.

    1: In the very first scene, when you're out in an EVA-suit exposed to the space but in an open section of the space station, you can die by walking of the edge and floating into the vast nothingness of space.
    However, surely if you did that, the crew on the space station would notice the crew member floating away from the station and send a ship to retrieve him. So how come nobody does? Why does Wilco keep floating away to his death? People go EV all the time, and also there should be a communicator inside the EVA-suit so he could comm the station, so there's absolutely no reason he shouldn't be rescued.

    2: Secondly, when you're on Vohaul's space station towards the end of the game, when you're at the restrooms, there are two doors leading into separate toilet facilities; one for bipedals and one for quadripedals/tentacle-species/slugs etc. Obviously you enter the facilities meant for bipedals, but when you later are once again standing outside those two doors, you might want to peruse the toilet with facilities for other species. However if you do click on the other door, while you can clearly see Wilco entering the other door this time to, he ends up in the exact same room he was in before; namely the toilet for bipedals.
    How can this be? Clearly 2 separate doors would lead into 2 different rooms, not the same one!

    So instead of having a sense of accomplishment from beating the game, I'm left with a sense of utmost confusion. What were Infamous Adventures thinking when they designed this game with such blatant logic flaws?

    1. Nobody likes him anyway.

    2. There's not really any difference, they both go to the same room they just don't allow two-leggers and 3+ leggers to use the same door.
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