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My So-Called Life: The Video Game — Gone Home previewed at Adventure Gamers

“You’re so beautiful it hurts to look at you.” -Angela Chase, August 25, 1994

First of all, if Google brought you here, there is not (as far as I know) a My So-Called Life video game. That would be awesome. There is, however, a game coming out later this year named Gone Home, that any self-respecting My So-Called Life fan should check out. Adventure Gamers has just posted my early impressions of it.

Gone Home is set in June 1995, a few months after My So-Called Life went off the air, and involves the period of time between September 1994 and June as experienced by a high school freshman named Samantha Greenbriar (aka Sam). Like Angela, Sam is rebelling and figuring out who she is. Red hair dye is involved. So is music—some of the same bands Angela listened to, even. (Buffalo Tom!!) This is a game that captures what it was like to be a teen girl in the mid-90s in a way I never expected, seeing as the team behind it previously worked on first-person shooters.

In Gone Home, you play as Sam’s older sister Katie, returning to the family’s house in Portland after a year in Europe. No one is home and Sam left a note on the front door pleading with Katie not to try to find out where she is. (Reverse psychology at work…) Throughout the house, clues are scattered that tell the story of what happened to Sam during that year—including her growing friendship with a senior named Lonnie, who’s sort of like Rayanne Graff and Jordan Catalano rolled into one.

(MSCL similarities aside, Gone Home also reminds me a bit of the YA novel Thirteen Reasons Why. Worth a read for anyone who has a soft spot for this type of drama.)

As a former teenager who maybe never completely recovered from those years, discovering a game that authentically tells a teenager’s story, set in 1995 (the year I turned 17), is—to put it mildly—surprising. Video games aren’t particularly good at representing “women’s stories.” (By that I mean stories that explore what it’s like to be a woman and resonate deeply with women—the equivalent of “women’s fiction,” which is a phrase I hate, but a genre I love whatever you call it.) My first novel (not yet published *cough*) was a young adult novel set in the summer of 1996. I have two My So-Called Life DVD box sets AND the original VHS tapes from when the show was on the air, and I’ve rewatched the entire seasons more times than I have fingers and toes to count on. In fact, any authentic show or movie about teens in high school—I’m there. If it’s about girls and set in the mid-nineties, all the better.

I guess I’m sort of shaken to realize that there are other people who feel the same way. People who work in the video game industry, no less.

Anyway, the game’s not out yet and I’ve so far only played the first half of an early build, but as you might pick up from my preview, I’m pretty excited. I won’t go so far as to say this game will open up all new possibilities for the types of stories video games can tell because, well, almost twenty years after MSCL was canceled after only 19 episodes, there hasn’t been another show on TV quite like it. But I sure am glad this game exists, and I hope it’ll get some attention not only in gaming circles, but also among lapsed teens who consider Angela Chase an old friend.

Space Quest behind-the-scenes feature in GamesTM issue 135

For the past few years I’ve been chipping away at the Sierra adventure game series for the retro section of UK magazine Games™, and the tradition continues in issue 135 with Space Quest. On newsstands now!

The original Guys from Andromeda, Mark Crowe and Scott Murphy (pictured here on vacation in Yosemite), along with “new guy” Chris Pope, gave me really great interviews for this piece — so great that even after finagling two extra pages out of the magazine I still couldn’t fit it all into the feature.

The piece focuses on Space Quest with just a brief discussion of their new Kickstarted game, which meant that most of Chris’s interview didn’t make it in. So, I’ve included his answers below the jump for completeness.

Space Quest was the first Sierra series to debut after King’s Quest, and the idea for it was born when Mark and Scott, working together on The Black Cauldron, started riffing on “wouldn’t it be funny if?” scenarios that would never make it into the high fantasy, family-friendly world of King’s Quest. They built a 4-room demo set on a Sarian space ship, convinced Ken Williams to take a chance on a sci-fi game, and the rest is (Andromedan) history. Hearing their making of stories gave me a new appreciation for this series and made me really excited for SpaceVenture!

A great moment in adventure gaming history

Issue 135 is on sale in the UK now, or you can buy the print mag online or get it digitally. As an added incentive, this issue also has a nice piece by Ron Gilbert on his thoughts about LucasArts’ closure.

Read on for the interview with Chris Pope!

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More rowhouse lights

I bought another light to fix the one with the broken wire. Since I’d already finished the floor above, I needed to come up with another way to hide the wire. I had an idea to glue the ceiling paper to a piece of thin cardboard, pull the wire up through the cardboard, and then glue this to the ceiling with the wire sandwiched in between.

The bay window made it tricky to fit the cardboard into the room, so I started by gluing a piece into the bay separately.

Then I cut a rectangular piece and glued it to the back of the ceiling paper. I poked a hole for the light, pulled the wire through it, and taped the wire to the cardboard so it would come out where I wanted it to.

Here’s how it looks in place. After gluing it in I realized I wanted the cardboard slightly shorter than the ceiling paper so I could smooth the paper over the edge of the cardboard and not have it show. I used the Xacto knife to shave off a bit of the cardboard and used white glue at the edge of the ceiling paper, pressing it tightly against the ceiling to get a nice clean seam.

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