Point And Click Adventures  Tagged Articles RSS Feed | GameSkinny.com Point And Click Adventures  RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Obduction: Common Bugs and Fixes Guide - (Updated for Patch 1) https://www.gameskinny.com/kn7nm/obduction-common-bugs-and-fixes-guide-updated-for-patch-1 https://www.gameskinny.com/kn7nm/obduction-common-bugs-and-fixes-guide-updated-for-patch-1 Mon, 05 Sep 2016 11:32:39 -0400 ForTheTwo

Obduction, developer Cyan Worlds' long awaited followup to the genre and era-defining adventure games Myst and Riven, isn't without its share of headaches and frustrations. At their source, a number of glitches and bugs that render an otherwise sublime game experience less so. Collected here are some of the most common issues still facing players, and their solutions, as tested by the community and GameSkinny staff.

Loading, Saves, and Loading Times

If the game is stuck at the loading screen:

First, make sure Obduction has been patched to the most recent version [Patch 1 - September 2, 2016]. This bug has been widely reported, and has been fixed for most players. For players who are still experiencing long load times, the issue is likely not in the game's code.

In our testing, a quick check of the task manager showed that this problem is often caused by a slow hard drive. The game loads approximately 2 gigabytes of data before it is playable. On SSDs, loading was reported to take up to 30 seconds, on slower drives, loading a game can take minutes. Loading the task manager will reveal if the game is loading or stopped completely: ultimately, patience is the only solution for this variation.

If the problem persists, or you are unable to update your software, setting the game language to a non-English option, loading a save, switching back to English and reloading the save should solve the issue.

If the player character is stuck in place:

The game contains several different maps, and loading zones between them: the game locks you in place until the new area is fully loaded. While some loading zones are obvious: a portal between worlds, the screen dissolving as a teleporter activates, others are less so, like the path to the roots of "The Tree." The key is to look for a pink or purple circle in the upper right of the screen, which indicates the game is loading.

It is also possible for the player character to become 'caught' while moving, even inside an area of the map that has fully loaded. The way to unstick yourself is by using the game's ability to switch control schemes. If the camera is moveable, but the player is not, switch from "Free Roam" to 'Point-and-Click' to warp your character to a nearby patch of 'safe' terrain. You can change this option in the Controls tab from the Settings menu.

Blurry Text and Unreadable Notebooks

It wouldn't be a Cyan Worlds game without pages upon pages of juicy lore to dig into, or some scattered notes hinting at the solution to a nearby puzzle. Certain graphics settings create a variety of problems that make these difficult to parse at best, and at times, completely unreadable.

If black boxes are covering the page:

This problem occurs primarily with multi-page documents: large portions of the page are covered by large black rectangles, effectively removing crucial portions of the manuscript. The solution here is to adjust the game's resolution to the largest vertical resolution supported by your display. During our testing, the problem resolved itself at a resolution with at least 1050 pixels vertically. If playing at a lower resolution is necessary, running the game in borderless windowed mode may leave enough of the page intact to suffice.

If text is too blurry to read:

No bug here, but a setting titled Resolution Scale. In its normal application, this is used to improve graphics by rendering a game in a higher definition than is shown. This is kept low by default, as it is a resource-intensive process, but for some users it can make the difference between chicken-scratch and text so crisp it leaps off the screen.

Some users have reported changing texture quality or resolution provides a more permanent fix, but given the length of the material, cranking the resolution scaling up to maximum is a quick and effective fix. It may be worth changing that setting back to normal during puzzle solving and exploration: a lowered frame-rate and longing for a more powerful gaming rig is the most likely outcome.

If text is too small to read:

The setting to adjust here is 'Field of View.' Papers and books are read by holding the objects to the player's 'face,' This distance doesn't change, regardless of where the player is looking, so as the width of their vision increases, objects directly in front of them become smaller. Turn the FOV setting to its minimum while reading to bring text into view.

Photo Woes

Obduction's only inventory item is a point and click camera, which should be useful for taking screenshots of scenic vistas, alien landscapes, or puzzle hints. It is, as of this writing, completely unreliable. Photos saved to the hard drive are prone to corruption and can often vanish entirely, leaving only a thumbnail behind.

In-game, this leads to errors where certain photos cannot be shown at full size: in reality, the image is gone, irretrievably. To check on the status of your photos, head to C:\Users\[YourUsername]\AppData\Local\Obduction\Saved\SaveGames and check the folder of your most recent save.

Between the various save files in the game above, as few as 1/4 to as many as 1/2 of all photos were lost. They can be identified by the blank preview image, or by their filesize of 0 kb. No reliable fix has yet appeared for this problem: using another method to save screenshots is the only workaround.

  • Users who own the game through Steam can use the F12 button to use Steam's own screenshot tool.
  • The PrintScrn button on the keyboard will copy the current contents of your screen to the clipboard: pressing it again will overwrite the current image, so images must be manually pasted into another file or program.
  • Alternatively, use a third party screenshot application like ShareX.

Everything and Anything Else

Obduction is a big game, and the developers are a fantastic resource when nothing else seems to work. Patches for a number of outstanding issues have been released with remarkable frequency, and even these remaining problems are unlikely to plague users for much longer. Until that time comes, this old-school strategy will help keep you playing, and keep your progress intact.

Save Early, Save Often, and Make Copies

The easiest fix to a game-breaking bug is to have an untainted copy of your progress at hand. Obduction doesn't support on-demand saving, but you can copy any of your saves as often as you want. Above all else, our highest recommendation is using this option to make a backup copy of your save on a regular basis. 

Seeing a bug we haven't found? Have a fix we haven't tested? Drop a comment below! For more serious concerns, you can contact the developers directly at Cyan's own support site.

Finding Teddy Review: A Musical and Spooky Trip Into Another World https://www.gameskinny.com/539ry/finding-teddy-review-a-musical-and-spooky-trip-into-another-world https://www.gameskinny.com/539ry/finding-teddy-review-a-musical-and-spooky-trip-into-another-world Sun, 10 Aug 2014 07:50:15 -0400 Angelina Bonilla

What happens when a little girl’s teddy gets stolen in the middle of the night by an ominous monster leg? She goes blindly into the closet to find it of course! Once she steps into her closet, the girl finds herself in another world, where danger lurks around every corner.

How will she survive this ordeal? With the player's help of course! This is the plot of Finding Teddy, and while it’s not an overly complex or character driven one, it works for the tone the game sets.


Finding Teddy is a very whimsical game, with hand crafted pixel graphics and a soundtrack that makes you feel as if you in another world. The atmosphere that Finding Teddy sets is perfect, and it is the best part about the game. With such a bright and fairytale-like atmosphere, it’s hard to believe that this world would be dangerous. 

However, the little girl finds herself in great danger throughout the game. Every cute, giant creature hasthe potential to kill her horrifically. Finding Teddy is similar to Limbo in that the deceptively simple graphical style hides a world of darkness. The difference is that Limbo already looked like it would be dark or unsettling due to the graphics style. Finding Teddy, on the other hand, does not. Which makes it all the more startling when you see the little girl torn down before your very eyes.

Sometimes the graphic deaths seem a little unnecessary, and take away from the rest of the game.  Not that violence in video games is always terrible - it’s just that some of the scenes in the game are excessive. When your character gets eaten, you understand that he/she is now dead, it’s unnecessary to show him/her dissolving in the creature's stomach - especially if said character is a little girl. If I wanted to watch someone melt, I’d play Reptile in Mortal Kombat 9.  

The point-and-click genre has been around for quite a while, and I’m always glad to see another entry in this niche genre of games. Finding Teddy relies entirely on your mouse for movement, item access, and even musical composition.  


Musical composition is a big part of Finding Teddy. Various puzzles require you to memorize certain notes in order to progress.  The musical notes aren’t actually musical notes though, they are notes shaped like letters. Every music-based puzzle has you spell out a specific word to make the monster or creature do the action you want them to do.

It’s a pretty quirky gameplay mechanic that I hope to see in future games by this developer. The only downside to it is that sometimes the button that toggles music on and off is a little buggy, and sometimes the menu doesn’t come down at all. You have to either leave the area you are in or go quit the game and then come back to see if you can click on it.  This button was a big part of the game, so whenever it malfunctioned, it broke immersion.


Finding Teddy is one of those games that doesn’t hold your hand when it comes to gameplay. It starts you out without telling you how to control your character. While the controls are easy to figure out, in an age of tutorials, it was a pleasant surprise. However, you aren't given a lot of direction throughout the game. Because the game has no dialogue, sometimes you end up not knowing where you need to go.  

When you enter the closet, you can go either left or right. (Word of advice, don’t go left, because if you do you will die. You need to go right first to get something for the monster on the left; if you don’t he will eat you.) There are several moments like this - when you're exploring and trying to find out what to do, you inevitably fall victim to something. 

Not only that, but there will be times when you have no idea where to go or what you can and cannot touch. Sometimes it’s straightforward, like filling a jar with water. Sometimes the answer is less obvious, like having to use the stick you just sawed off to poke around in a hole.  

Finding Teddy is a fun game overall, with collectibles, a hidden ending, and a new game-plus mode to extend your playtime.  The game is not perfect, but it is a fun game that is unlike anything I’ve played recently. It was an enjoyable experience, and I’d be willing to play it again to unlock some of the fantastic art that you can get throughout the game. If you’d like to try a different kind of point-and-click game with a Limbo-style scare element, then give Finding Teddy a try.  

Finding Teddy is Available on Steam, Gamers Gate and Bundle Stars for $6.99 and is often placed in bundles for lower prices.

The Walking Dead Season 2, Ep. 4: Amid the Ruins: You Just Can't Save Everyone https://www.gameskinny.com/1tj36/the-walking-dead-season-2-ep-4-amid-the-ruins-you-just-cant-save-everyone https://www.gameskinny.com/1tj36/the-walking-dead-season-2-ep-4-amid-the-ruins-you-just-cant-save-everyone Wed, 23 Jul 2014 09:13:28 -0400 Angelina Bonilla

 Warning Minor Spoilers for Episode 4

Everyone dies someday and in a zombie apocalypse, someday might come sooner than you'd think. Telltale's The Walking Dead has never been afraid to show us the reality of the situation these characters are living in.  This has never been truer than in Episode Four: Amid the Ruins when Clementine and the player are forced to realize that they can't save everyone. The episode starts out right away with the player’s decision from the last episode and it doesn’t slow down from there. 

Your decision whether or not to chop off Sarita’s arm off doesn’t matter because as soon as we saw the bite, we knew she was dead one way or another. The rest of the episodes continues with this sort of tone leaving you wondering whether or not you did the right thing depending on your decisions.

The action in this episode is far more spaced out than in the previous entry but it does leave quite a lot of room for character development.  We were able to get to know the character Jane who we met in the previous episode who does get a lot of one on one moments with Clementine.

This episode does have a lot of quiet moments, but this time the main conflict is the fact that Rebecca’s baby might be coming sooner than we think. The majority of the episode was spent on looking for safe places for Rebecca to have her baby and the conflicts that come with that. The gameplay this time focuses on less sneaking around and more on investigating certain things. Other than the quicktime events most of the episode is based on dialogue between members of your group. Conversations that don't always go well because of the tenseness of the situation.  Party members argue, things get heated and not everyone makes it out alive, but that can be said about any episode of this series.

What makes this episode different is that the moments the deaths happen seem a little less shocking a little more disappointing for the player. It really hammers in the fact that not everyone is fit enough to survive in a zombie apocalypse. 

The adults in this start to act more like children and more often than not turn to Clementine for the solution to their problems. While degradation of the psyche under these circumstances is normal, they are relying on a kid for things that they should be doing and this was the only thing that took me out of this episode.   Clementine is just a little girl and while she’s the most resourceful, competent person in this entire game, she’s still just a kid. A kid that, no matter how hard she or the player tries can’t save everyone.

"Everyone's luck runs out sometime."

 A good way to describe this episode is with a feeling of inevitability. Despite her best attempts Clementine makes at trying to make a situation better, it just gets progressively worse as time goes on. People do their own thing and react shocked when the other members of the party call them out on it.

Not every choice that’s made will turn out well and not everything you do will be the “right” thing. It’s something that I’ve noticed certain fans don’t understand, that while our choices didn’t “matter” as much because certain things happened no matter what, that was the inherent theme in this episode. You will not be able to save everyone, everything won’t be okay. This is the end of the world as we know it and these characters you love may not survive it.  It’s a harsh reality of the situation these characters are living in.    

There is a looming feeling of dread on the horizon constantly during this episode.   The future seems murky for the members of Clementine’s group but as for Clementine, she learned a lot of hard but necessary lessons in this episode that will no doubt affect her in the thrilling conclusion of the Walking Dead Season 2.

The Walking Dead: Season 2 Episode 1 https://www.gameskinny.com/iz5g5/the-walking-dead-season-2-episode-1 https://www.gameskinny.com/iz5g5/the-walking-dead-season-2-episode-1 Mon, 12 May 2014 11:52:30 -0400 Amanda Wallace

Telltale Games has set themselves apart in recent years with a variety of well done, emotionally gripping point and click adventure games. The Walking Dead, now on its second season of episodic goriness, is no exception. 

I'm not a fan of the television series, so I can't speak to the possible connections in either tone or content that exists in the game. 

A few years ago, Telltale revitalized an industry that many thought dead with the first Walking Dead game and it has a lot to live up to. For now, let's settle into some of the particulars. 


Like the first season and the Wolf Among Us series, Season 2 has a distinctive style somewhere near the Borderlands franchise.  It's an interesting combination of real-ish expressions and styles, but with a hand drawn aesthetic. 

Telltale Games is not a big outfit, so the decision to use a style that doesn't require complete realism was wise especially in a game populated with blood & gore, as well as woods and decrepit buildings. Colors are slightly more over-saturated, lines drawn out with thicker strokes than in real life. The effect gives the game a comic-book like appeal, which is true to the source material. (The television series is itself based on a graphic novel series by Robert Kirkman). 

At first, it would seem like this sketch-like style would detract from the game's serious tone. While there are occasional jumps in the animation, overall it was a realistic experience. I would say that it was helpful, while watching some of the gorier and more uncomfortable scenes, to have it done in a more artistic style than having to sit through something like GTA V's much more realistic torture sequence. 


The Walking Dead , like most of the games from Telltale, is a point and click adventure. However, they're managed to create a few systems that allow the game to rise above it's dated style. 

Combat has been greatly improved since the first season, and from the Wolf Among Us as well. Previously there were a lot more precise button presses and motioning across the screen to grab some distantly highlighted object to smash your opponent across the face with. While to a certain extent these things still exist, the amount of potential buttons appeared to be less than previous games and there was enough time to think through decisions. 

One of the more jarring moments in the game involves your character sewing up her wounds with a needle and thread. This scene was far more uncomfortable and jarring than it had any right to be. Most of the reasoning for that is because it allowed the player to control Clementine's actions -- you were the one sticking the needle in her arm. You couldn't squelch away from an uncomfortable situation. Mechanically, this was one of the strongest moments. 

Otherwise, the game features fairly standard "look" and "grab" manuevers, and you can navigate with mouse controls or WASD/arrow keys, whichever is more comfortable to you. Overall, the game doesn't flex too far from the standards of the medium, which makes it easy for a novice or an experienced adventure game player to get into. 


With a point and click adventure, one of the strongest parts of the game needs to be the story. Mechanics are important, but unlike an FPS, they cannot be the brunt of the game. 

The Walking Dead Season 2 features a couple of emotionally charged sequences interspersed with lighter fare -- attempting to find medical supplies or searching through a camp, for example. These searching missions are a decent way to balance out the overall horror of the game. 

You play as a young girl named Clementine. Previous players of the series will remember her as the secondary character to Lee. Playing through Season 1 is advised before getting into Season 2, as they inform each other (both mechanically and emotionally). However, if you don't do that then there is a short prompt that randomly assigns the decisions from Season 1 to your Season 2 characters. 

Unfortunately, the Walking Dead brings back one of my least favorite conventions, which is the "you have to choose."

There are two people and you must decide if you want to save one or the other. It's pretty black and white, and it's also pretty frustrating. More so thematically because Clementine is like 9, and making that many important life-altering decisions is bound to make her catatonic. You could argue that in a world overrun by zombies, there would be a certain level of cruelty, but it's still pretty over the top. 

Emotionally, Clementine gets bounced around like a ping-pong ball at a Chinese championship, and there's a lot of people placing blame on the doorstep of a pretty young child.

Overall, the game is a solid example of the genre, and fans of the series certainly won't be disappointed. You can find the Walking Dead Season 2 (as well as Season 1) on Steam or on your console of choice. 

The Walking Dead: Season Two - Episode One: All that Remains https://www.gameskinny.com/ub368/the-walking-dead-season-two-episode-one-all-that-remains https://www.gameskinny.com/ub368/the-walking-dead-season-two-episode-one-all-that-remains Tue, 17 Dec 2013 12:41:47 -0500 Brian S

The girl you knew in season one is gone—changed. Clementine may only be a few months older, but she's grown up since the moment you first met her in The Walking Dead: Season One in 2012. She’s smarter, more jaded, and more cautious with who she trusts. This is in part due to the events of the first game, but is mostly a result of Clem being front and center as the lead protagonist of Season Two.

One moment in particular is so nerve-wracking that even series veterans of gross-out games like Dead Space will be tested. This game is intense.

The story of Season Two is gripping, gut-wrenching, and a bit depressing, but it’s also a bit short—too short. At a mere two hours, there’s very little of a game actually there, but what is there is tension-ridden and well-written. Players will fluctuate between a sense of trying to act the way a child would and protect Clementine the way a parent would.

The only downside to the whole ordeal is that Clementine sometimes says things that a child probably wouldn’t say, zombie outbreak or not. I won’t spoil what happens, but rest assured, the story is shocking and a whirlwind of peril the entire time. One moment in particular is so nerve-wracking that even series veterans of gross-out games like Dead Space will be tested. This game is intense.

Clem is forced to decide who to save, who to trust, and who to leave to die.

Gameplay has been greatly improved, and Telltale seems to have applied some of the improvements that were seen in The Wolf Among Us to the latest season of The Walking Dead. With the right trigger functioning as a run button , traversal of the terrain far less sluggish than in Season One. QTE’s seem easier than last season, maybe too easy, but that comes with learning the series. The true pinnacle of the game, however, is the decisions, which are as heartbreaking, difficult, and horrific as ever, with Clem being forced to decide who to save, who to trust, and who to leave to die.

More great things seem to be on the horizon.

The graphics are beautiful, though they haven’t been greatly improved since Season One. Characters’ animations are still a bit jerky like a stop-motion animation, but the comic book art style really adds to the feel of the game, and never detracts from the dangers present in the game’s world.

Season Two of The Walking Dead starts off slowly, but it eventually settles into the story players will come to expect. More great things seem to be on the horizon, and with the stellar formula of the first season as the foundation, the rest of this season of The Walking Dead may prove to be the shining example of episodic gaming at its finest, and I can't wait to see what comes next.

A Look at Lilly Looking Through https://www.gameskinny.com/8jxm4/a-look-at-lilly-looking-through https://www.gameskinny.com/8jxm4/a-look-at-lilly-looking-through Fri, 06 Sep 2013 16:48:59 -0400 J Nicole Miller

Lilly Looking Through features some incredibly amazing art. Its free demo, available on Steam, is absolutely gorgeous in terms of scenery. Unfortunately, the art is the best part of the game. I mean, seriously, look at this.

It’s a point-and-click adventure game. As that phrase may suggest, it involves clicking on various items in the world around Lilly in order to solve problems and make your way to wherever the intended destination currently is. I haven’t played too many games in this style, so maybe this is normal, but I feel like there are too many cutscenes. Too much of the game seems to be watching, rather than playing.

There does, however, seem to be a story that the game follows. Lilly is trying to save a boy (her friend? brother?) named Row who has been kidnapped by, of all things, a red scarf. It wrapped itself around him, picked him up, and carried him off. Yeah, don’t ask me about the logistics of that. Just accept it.

Lilly Looking Through was made possible by Kickstarter. Last year, its developers (Geeta Games) managed to raise $33,516 in donations, far surpassing their original goal of $18,000, with the help of 1,623 backers.

It’s a cute game. Maybe it’s not something that appeals to my personal tastes at the moment, but I think it would be a game that kids would really enjoy.

Pax Prime: Peak at Telltales' Upcoming Title the Wolf Among Us https://www.gameskinny.com/bfo5f/pax-prime-peak-at-telltales-upcoming-title-the-wolf-among-us https://www.gameskinny.com/bfo5f/pax-prime-peak-at-telltales-upcoming-title-the-wolf-among-us Mon, 02 Sep 2013 22:36:57 -0400 Amanda Wallace

At Pax Saturday, I got the chance to play Telltale games' soon to be released the Wolf Among Us. Based off of the comic series Fables, The Wolf Among Us is the point and click adventure you've been waiting for after last years critically acclaimed the Walking Dead. 

After a two hour wait, fans were brought inside the Telltale booth, built up to look like a grimy hotel, steeped in florescence and lost cat posters. The demo was about twenty minutes long. 

The game itself is solid, at least as far as demonstrated. Fans of both Telltale and the Fables series will be sated. It's difficult to avoid comparisons between the Wolf Among Us and the Walking Dead, as the series bear many similarities to each other. 

The Pax Demo features Sheriffy Bigby responding to a call at the Toad's apartment complex to deal with an old, drunken rival, the Woodsman. 

Play/Graphic Style

Much as in the Walking Deadthe Wolf Among Us features decisions that will carry over throughout the series. If you slight a character early on in the game, he will remember it for the rest of the game. Characters that die remain dead. It's a moral system that assists in telling the story and lends itself to multiple play throughs. 

The best part of the demo was the look and feel. It had a stylized appearance, similar to games like Borderlands or the Walking Dead. But the colors are what really lend themselves to the atmosphere. The game is colorful, but gritty. Crayola grimy. It's flourescent, but noir reminiscent. 


The combat system was, for me, a sticking point. Like the Walking Dead, it is a game that is assisted by Quick Time events. This is not a slight against the game, it makes the encounters feel more cinematic and evolved. The situation is with a part of the combat that involves matching right trigger presses with a circular location on the screen. The purpose of these things were not initially very clear, and it dragged on the combat longer than was probably necessary. Eventually they became clear, and combat flowed more smoothly. 


The game is exactly what people who loved the Walking Dead were waiting for, and is an excellent addition to the Fables canon.