I'm sort of torn about covering games like today's for ST-urday. No, not because it's French, but because it's currently available to purchase from an online retailer. (That would be GOG, of course, since this game is over 20 years old.) It presents a moral quandary concerning emulation which is only slightly mitigated by the fact that every game I've covered for ST-urday thus far have been games I personally own for the Atari ST. However, precious few games I've demonstrated in this feature have been made available in any sort of modern convenient fashion: short of buying the original physical media off eBay, there's little hope that the non-console games I've covered in previous ST-urdays will be made as easily accessible any time soon. Presenting a game that is available on GOG might spur enough interest for a few additional sales for that title, and there's no harm I can see with that.
Of course, the other matter is that I'm trying to be a little off the beaten path here in order to get the most out of this half-LP, half-tutorial format - there'd be little point in trying to describe a game and how it plays in detail if everyone's already familiar with it - so it's less effective when I'm showing off games that received US SNES/Genesis ports or is regularly featured in GOG sales. Then again, it's largely inescapable when covering some of the best and most memorable games the ST had to offer: the ST wasn't an island, for as little attention as it got outside of Europe, and most of its hits were hits on other systems too.
For these reasons and more, I've decided that it couldn't hurt if I were to show off the occasional game that anyone can go buy right now. Just, you know, keep in mind that I don't get any referral bonuses or anything. I'm literally just going through my pile of floppies and plucking some fond memories from the heap. By which I mean disks, not... never mind. There'll be plenty of dumb entendre humor with today's game anyway.
Gobliins 2: The Prince Buffoon
The Gobliiins series (which changes the number of "i"s in the name of each game dependent on that game's number of protagonists) is the product of oddball French company Coktel Vision. Giant Bomb premium members might know these guys better for the inscrutable Inca and its sick panflute-solo theme tune that got Jeff's head bobbing. For a majority of Coktel's extant fans, though, they're best known for a distinctive cartoon style that shows up in all the Gobliiins games and their lesser hit The Bizarre Adventures of Woodruff and the Schnibble. (Well, those and softcore erotic adventure games like Emmanuelle, Fascination and Geisha. But if you were, say, ten years old in 1992, Gobliiins was probably the thing you knew Coktel for.)
The Gobliiins series in particular are fantasy-themed adventure games that resemble The Hobbit crossed with Looney Tunes: the player, as one or more of the titular goblins, must deduce a series of adventure game puzzle solutions that will allow them to pass to the next level. Gobliins 2: The Prince Buffoon does some unique things with its multiple protagonist concept: for instance, the personalities of the two heroes of Gobliins 2 couldn't be any more different, and interacting with hotspots in the environment with either of them will lead to different results. Fingus is the normal-looking fellow who is shy, introverted, cowardly but fairly bright; Winkle, meanwhile, is completely crazy, belligerent, tough and not too smart. Puzzles are often designed with one or both in mind, though the player needs to experiment to figure out how the pieces fit together. It starts getting Rube Goldberg-ian in later stages, as the player switches from one goblin to the other to complete all the necessary steps in a puzzle to collect a new item or unlock some other means of progression. The game's also not big on inventory or permanence either: puzzles often reset themselves by necessity if the player screws up during any stage, and the goblins can only carry a handful of items. Another curious aspect is that the game has considerably less text than other adventure games: most of the jokes work on the basis of silent movie style visual slapstick, and there's only a few NPCs that the duo can talk to with nothing in the way of dialogue trees and the like. They'll have a few hints each (depending on who talks to them) and are essentially additional hotspots to play around with.
It all works better than it sounds. The second game, which is the only one I originally own, feels like it might've streamlined some of the teething troubles from the first game, which had three protagonists (hence "Gobliiins") and was, I imagine, a little more chaotic. The game also looks great opting as it did for an evergreen cartoon pixel style that still looks sharp and colorful today. I admired its attention to detail back in 1992 and continue to do so today.
That's the first "level" of Gobliins 2, though many more follow. I'm always talking about episodic adventure games in the sense of how an adventure game will present a series of disconnected, discrete puzzle rooms between which little gets carried over (rather than a more literal interpretation such as Telltale's model of serial adventure modules) and Gobliins is one of the earliest types of that adventure game of which I am aware. I'll have the same objects I left the last area with - the matches, the stone and the bottle - but I won't be going back to that village nor will have I any reason to do so. It's refreshing to consider that I'll only ever have a handful of screens, objects and hotspots at any given time with which to solve the game's next headscratcher.
The game still holds up, the occasional moon-logic puzzle notwithstanding, and I'm more eager to keep playing via my copy of the GOG Gobliiins bundle than I was previously - if only to curtail the amount of loading screens I'd have to sit through with this older disk-based version. There's still something so goofy and endearing about these games, in spite of the mechanical complexity (and occasional repetition) of some of its puzzles.