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For anybody interested in the game, I find this to be an excellent game. It was so captivating, I played until I beat it. I just couldn't sop. Very worthwhile. They don't make stories of this quality for games anymore.
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dajarvi: For anybody interested in the game, I find this to be an excellent game. It was so captivating, I played until I beat it. I just couldn't sop. Very worthwhile. They don't make stories of this quality for games anymore.

I agree. Wish there were more like this, it does the genre justice and maybe true adventure games would be more popular if game makers took a lesson from it.
Hate to rain on your parade, but my memory of Phantasmagoria is not fond. Maybe the game was just too ahead of its time, because if it were made with today's technology, it would be a much better game. But then nowadays nobody would spend that much money on an adventure game, a genre whose demise was caused by, ironically, games like this one. Sierra was always biting more than it could chew in terms of technology - remember it was the first publisher to abandon DOS, a move that turned out to be a couple of years too early? So much money was spent on the visuals of Phantasmagoria: the art direction, the blue screen technology, the special effects, and yet they could only be seen on incredibly pixellated AVI video clips where you could hardly make out any of the details that they spent so much money on. LOL! Didn't anyone at Sierra think this through before coughing up all that dough?? Combine this with the fact that the heroine has to wear the exact same outfit for a whole week just so they didn't have to reshoot her in-game animated moves, somebody at Sierra should've realized maybe this approach for a game was just not feasible. With so much spent on the visuals, inevitably not enough was spent on gameplay and that was exactly what happened. Gamers at the time felt gameplay was unchallenging and too short. People seemed to like the name of the heroine's cat Spazz more than anything, and that tells you how poor the game was. It's just mindboggling that Roberta Williams has said THIS is the game she wants to be remembered for. The fact is many people were turned off by this game and the adventure genre itself because of this game and other games like this. Sure enough, adventure games drastically declined after the mid 90s and were never the juggernalt they once were again.
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keviny01: it was the first publisher to abandon DOS, a move that turned out to be a couple of years too early?
Now that is not quite accurate. True, the first KQ7 was Win only, but version 2 included a DOS interpreter. Only the two Shivers games are the only SCI games to not have a DOS version. Both were Win95 games. That is very few when you consider just how many SCI games were developed. When looking at old games you can't judge them by today's technology. That is like someone complaining about the graphics of an EGA game compared to that of a high budget modern game. It is apples and oranges.
I truly appreciate the cheeziness of this game, and the shock factor is quite satisfying.
However, for HORROR, the top dog in the FMV adventure game sphere has only one name...
HARVESTER
I'll have to disagree with the main title, even though I've only played a few PC horror games. Way earlier on in life I played the Horrorsoft games and Sanitarium, also on Good Old Games, by the way. Those were probably my favorites, Sanitarium probably being the best. This game, though, isn't bad. The only real problem with it is the bad FMV sequences (really just a problem with when the game was released), and the fact that half the time you didn't know what a lot of the things were or where you were supposed to go. Half the time I used the hints, I used them because either I didn't know what certain objects were or how to interact with them, or I just didn't want to search every square inch of the house until I found something worth looking at. The hints they give you are really vague and common knowledge anyway. Like "Mortar is best removed with a narrow scraping implement." or "The house beckons you." or "Someone has seen everything on this island."