fix broken links to jefklakscodex

This commit is contained in:
Wouter Groeneveld 2023-10-20 14:47:42 +02:00
parent 4e3f45025c
commit 02ca5ff826
6 changed files with 7 additions and 7 deletions

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bigimg: gob2joker.jpg
---
After [finishing _Sacred_](https://jefklakscodex.com/articles/reviews/sacred/) and planning to replay other nostalgic hack & slash games, I am currently working my way through 2002's _Dungeon Siege_ for the second time. Somewhere deep in the crystal caves, there's a semi-hidden treasure chest that contains **Fury's Eye** - and I have no idea what to do with it.
After [finishing _Sacred_](https://jefklakscodex.com/games/pc/sacred/) and planning to replay other nostalgic hack & slash games, I am currently working my way through 2002's _Dungeon Siege_ for the second time. Somewhere deep in the crystal caves, there's a semi-hidden treasure chest that contains **Fury's Eye** - and I have no idea what to do with it.
Or rather, I _had_ no idea. Until I clicked on [this link](https://steamcommunity.com/sharedfiles/filedetails/?id=1264921426) that meticulously explains every single nook and cranny in the Dungeon Siege Kingdom. It turns out that Fury's Eye is part of a three-item requirement to transfer your party to a hidden location in the game, a homage to Diablo II's classic and _very secret_ cow (I'm sorry, [_Hell Bovines_](https://diablo.fandom.com/wiki/Hell_Bovine)) level, that requires players to combine a Tome of Town Portal and a bloody leg using a device called the Horadric Cube. Still with me?
@ -23,7 +23,7 @@ And yet, I'm angry at myself for so easily falling back to the knowledge of the
Without external help, chances are very slim of discovering angry axe-wielding cows (sorry, _Hell Bonvi_-what was it again?) in Diablo II yourself. Before the Internet, there were game magazines. I fondly remember reading up on Nintendo Power how to discover hidden stuff in Kirby's Dreamland. As a kid, I did not have the needed perseverance nor knowledge to find out about these things by myself. But the fact that one has to rely on others - by means of interrogating Game Boy owning friends - is/was a very good thing.
In [Gobliins 2](https://jefklakscodex.com/articles/reviews/gobliins2/), a point & click adventure game from 1992, you can consult the hint system if you're stuck - only a couple of times **per game**. They call these "jokers": once you've used them all up, it's up to you to figure out the puzzle yourself. That meant frenetically writing down the English text, asking someone to translate it for me (I was 7), and still scratching your head because the hints were mostly cryptic. I loved the limitedness of these jokers. Every adventure players knows this dilemma if they're stuck: to look up a walkthrough or not? The fact that it's become easier means having to exercise more cognitive demanding willpower not do to it. After all, it's only two clicks away.
In [Gobliins 2](https://jefklakscodex.com/games/pc/gobliins-2/), a point & click adventure game from 1992, you can consult the hint system if you're stuck - only a couple of times **per game**. They call these "jokers": once you've used them all up, it's up to you to figure out the puzzle yourself. That meant frenetically writing down the English text, asking someone to translate it for me (I was 7), and still scratching your head because the hints were mostly cryptic. I loved the limitedness of these jokers. Every adventure players knows this dilemma if they're stuck: to look up a walkthrough or not? The fact that it's become easier means having to exercise more cognitive demanding willpower not do to it. After all, it's only two clicks away.
![](../d2cows.jpg "Moo-mo-momo-mooh! Src: Diablo Wikia")

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@ -34,7 +34,7 @@ Okay, let's see what happens after pulling out a screwdriver and replacing the T
### Dungeon Siege
[Dungeon Siege](https://jefklakscodex.com/articles/reviews/dungeon-siege/), released by Gas Powered Games in 2002, is one of the first [hack & slash](https://jefklakscodex.com/articles/features/the-best-and-worst-retro-hack-and-slash-games/) games that was rendered in full 3D. This of course put quite a strain on PCs back then. Since I was replaying old H&S games, and this one was released a year after the Ti200, it was a good candidate for a first stress test.
[Dungeon Siege](https://jefklakscodex.com/games/pc/dungeon-siege/), released by Gas Powered Games in 2002, is one of the first [hack & slash](https://jefklakscodex.com/articles/features/the-best-and-worst-retro-hack-and-slash-games/) games that was rendered in full 3D. This of course put quite a strain on PCs back then. Since I was replaying old H&S games, and this one was released a year after the Ti200, it was a good candidate for a first stress test.
![](/post/2020/11/furyseye.jpg "Dungeon Siege")

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@ -17,7 +17,7 @@ The later scenes require you to abandon all logical thinking pathways in favor o
![](../gob2.jpg "Fingus in Gobliins 2 next to an angry-looking dog.")
What's the solution to moon logic puzzles? Brute-forcing your way through, of course! That is, randomly clicking on stuff and combining everything with everything until something works. Well, that might work for a game like Gob2 where inventory management isn't that much of an issue due to the limited amount of things you pick up in the first place. But just when you think you're an adventure game master and confidently boot up [Simon the Sorcerer II](https://jefklakscodex.com/articles/reviews/simon-the-sorcerer-2/), you're about to get even more frustrated! Why? Simon I - and especially II - require you not only to "moon logic" your way through, but also to do something arguably even worse: _pixel hunting_. I remember something called a "green dye" that was picked up in a scene with... a green background. That made it pretty much impossible to detect unless you scanned every single pixel with the mouse until something was highlighted. Great!
What's the solution to moon logic puzzles? Brute-forcing your way through, of course! That is, randomly clicking on stuff and combining everything with everything until something works. Well, that might work for a game like Gob2 where inventory management isn't that much of an issue due to the limited amount of things you pick up in the first place. But just when you think you're an adventure game master and confidently boot up [Simon the Sorcerer II](https://jefklakscodex.com/games/pc/simon-the-sorcerer-2/), you're about to get even more frustrated! Why? Simon I - and especially II - require you not only to "moon logic" your way through, but also to do something arguably even worse: _pixel hunting_. I remember something called a "green dye" that was picked up in a scene with... a green background. That made it pretty much impossible to detect unless you scanned every single pixel with the mouse until something was highlighted. Great!
Those where the days. You'd think. While indeed many older games have a lot of moon logic puzzles, PushingUpRoses shows in her video [Did Moon Logic Kill Adventure Games?](https://www.youtube.com/watch?v=zpiAFd9OkHY&t=3s) that it's also a modern problem, although the video is mostly limited to Sierra's starry logic. [PC Gamer devoted a top 10](https://www.pcgamer.com/the-10-worst-and-most-wtf-puzzles-in-adventure-gaming/) to the worst and most WTF puzzle moments in adventure gaming. I'm surprised neither Goblins or Simon made it to the list, but it certainly proves that frustrating puzzles are (1) not a lot of fun and (2) a common issue. For the curious, Reddit user llamastinkeye asked others to list their [favorite examples of "moon logic" in video games](https://www.reddit.com/r/Games/comments/f41wpc/favorite_examples_of_moon_logic_in_video_games/). One of the first examples is Cave Story, by the way: a 2D platformer, not an adventure game!

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@ -17,7 +17,7 @@ Of course, many retro gamers are people who loved these games when they were fir
### Retro gamers are only interested in old games.
Partially true, perhaps, depending on the definition of _old_. Many recent game releases are partially or fully inspired by classic games: think [The Messenger](https://jefklakscodex.com/articles/reviews/the-messenger/), which is inspired by both NES and MegaDrive-era games, [Sonic Mania](https://jefklakscodex.com/articles/reviews/sonic-mania/), which is, well, Sonic 2.5, or [Hollow Knight](https://jefklakscodex.com/articles/reviews/hollow-knight/) that successfully blends elements from Mega Man and Super Metroid.
Partially true, perhaps, depending on the definition of _old_. Many recent game releases are partially or fully inspired by classic games: think [The Messenger](https://jefklakscodex.com/games/switch/the-messenger/), which is inspired by both NES and MegaDrive-era games, [Sonic Mania](https://jefklakscodex.com/games/switch/sonic-mania/), which is, well, Sonic 2.5, or [Hollow Knight](https://jefklakscodex.com/games/switch/hollow-knight/) that successfully blends elements from Mega Man and Super Metroid.
Again, 2021 is a _great_ time to be a retro gamer. But we do also love new games! For me, though, I appreciate these more if they are inspired by older ones. And there are so many of those that it seems impossible to keep track of them: from RPGs (Dragon Quest XI), simulations (Two Point Hospital), and shooters (Project Warlock) to adventure games (Thimbleweed Park). In a way, you could say these are _new old games_.

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@ -51,4 +51,4 @@ Clicking on the image redirects to the video on youtube.com. Neat huh? Now what
This not only makes my websites less dependable on external services and removes tracking, but also increases the speed since these resources are no longer dragged along. Granted, Google's CDN will probably be much more optimized than my own tiny VPS, but it's the thought that counts, right? I've also noticed that embedded YouTube videos are not handled well in various RSS readers.
The only downside I can come up with is perhaps a slight reduced usability of the site, as the actual playing video is one step further removed from viewers. I somewhat counter this by self-hosting small self-made videos, such as [Sonic's SEEGGAAA intro tune](https://jefklakscodex.com/articles/reviews/sonic-mania/).
The only downside I can come up with is perhaps a slight reduced usability of the site, as the actual playing video is one step further removed from viewers. I somewhat counter this by self-hosting small self-made videos, such as [Sonic's SEEGGAAA intro tune](https://jefklakscodex.com/games/switch/sonic-mania/).

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{{ end }}
```
Filling in the platform does not require a big cognitive load: I think I can manage to remember on which console I played the game. I used that metadata to generate a ribbon in the sidebar. Other metadata such as the release year and developer could be lifted from the [Moby Games](https://www.mobygames.com/) API, although for the moment it's still manual labor. [The end result doesn't look too shabby](https://jefklakscodex.com/articles/animalcrossing-newhorizons/):
Filling in the platform does not require a big cognitive load: I think I can manage to remember on which console I played the game. I used that metadata to generate a ribbon in the sidebar. Other metadata such as the release year and developer could be lifted from the [Moby Games](https://www.mobygames.com/) API, although for the moment it's still manual labor. [The end result doesn't look too shabby](https://jefklakscodex.com/games/switch/animalcrossing-newhorizons/):
![](../jefklakscodexsidebar.jpg "The sidebar at Jefklak's Codex.")