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stated: "The craft displayed in the implementation of the game's interfaces and the world dynamics only makes me more frustrated. SSI has crafted one hell of a game engine, which would have been eminently capable of presenting us with an unforgettable playing experience. Instead, they deliver plot
315:
Most games imply that having a huge world, or a vast magic system, means more player choice, but does it really? Or does it just mean you've got more different places to have the same repetitive and ultimately boring combat and magical events occur? For me, player choice has to be built in from
330:
completable without fighting, they sought to de-emphasize combat compared to previous SSI products, and instead allow the player to solve problems in multiple ways. To this end, Leker tried to implement three pathways through each situation the player encounters, including "aggressive" and
338:
The game's alien races were written to vary in speech and personality, and to act in ways foreign to human customs. A playtester on the game, Steve Okada, gave the example that the
Thriddle's plain delivery "may sound rude ... but that's just the way they are."
547:"rather superficial and lightweight", with "teeth-grinding" dialogue. However, she saw promise in the gameplay systems and Jorune setting, and hoped that future games would bring "depth, characterization, and decent plotting".
335:, so that players could reach the end in different ways. Speaking at the time, Dunn remarked that this focus on player choice "has proven to be pretty difficult to implement, but will certainly be worth it if we succeed."
539:
and writing which are nothing more than an embarrassment, leaving the player only going through the 'point and click' motions rather than becoming absorbed in an alien world and culture so painstakingly thought out."
517:
offers a new approach to role-playing, with rich alien cultures, a nice mix of science and sorcery, great SVGA visuals, and an original plot that's refreshingly free of elven types. And most of all, it's fun."
525:
called it "an unusually clever, finely textured game", whose only drawback was its lack of 3D graphics. He ended, "Buy a one-way ticket to Jorune: you'll never want to leave." The magazine later named
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in the 1980s, and long considered using it as the basis for a video game. He pitched this idea to SSI in the early 1990s, and he led the team on the resultant game
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According to producer Bill Dunn, the team's "whole model for the game based on player choice" from the start. While the team had no intention of making
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573:"faded into near-total obscurity" after its release. However, he considered it "an unfairly obscure game that deserves more attention."
232:
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took major liberties with its pen-and-paper source material. The game was part of SSI's push to diversify after losing the
565:"was considered original and innovative but too tough to learn and thus it never really got much attention". In his book
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its 1994 "Best Role-Playing Game", with the editors praising it as "a breath of fresh air" in its genre.
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ALIEN LOGIC Splices Bio-Tech, Magic, Great
Graphics, and Dreadful Dialogue Into A Strange New Adventure
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346:, which he later called "a colossal undertaking for someone so inexperienced". He told
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did not sell well, multiple investors were given part of the rights to
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331:"conversational" options. He also designed the game's events to be
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Dungeons and
Desktops: The History of Computer Role-Playing Games
567:
Dungeons and
Desktops: The History of Computer Role-Playing Games
206:
183:
126:
558:
s Andy
Butcher praised the game as "fresh, new and exciting."
350:
in 1999 that he had "many mixed feelings about the results."
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347:
569:(2008), the video game historian Matt Barton noted that
288:, which took over three years to develop. Unlike SSI's
736:. Vol. 2, no. 3. p. 77. Archived from
342:Leker was both the design and programming lead for
935:Video games based on tabletop role-playing games
891:
840:
687:
685:
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205:game universe and takes place on the world of
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166:Alien Logic: A Skyrealms of Jorune Adventure
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940:Video games developed in the United States
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930:Video games about extraterrestrial life
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804:Staff (March 1995). "The Second Annual
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659:
627:
892:
846:
640:
803:
641:Bielby, Matt (August 1994). "SCOOP!:
945:Video games set on fictional planets
836:. No. 128. pp. 65, 66, 68.
777:
775:
692:Schuytema, Paul C. (February 1995).
613:. Mongoose Publishing. p. 202.
216:
753:
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694:"Computer Gaming World - Issue 127"
357:
13:
847:Barton, Matt (February 22, 2008).
816:
782:Brenesal, Barry (December 1994). "
14:
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872:
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728:Sky Realms of Jorune: Alien Logic
561:According to Shannon Appelcline,
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275:published. Leker had created the
643:Skyrealms of Jorune: Alien Logic
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291:Advanced Dungeons & Dragons
27:A Skyrealms of Jorune Adventure
812:. No. 15. pp. 45–51.
660:Blevins, Tal (June 28, 1999).
251:
1:
649:. No. 3. pp. 12–14.
589:
609:Appelcline, Shannon (2011).
353:
267:, and its first project was
7:
925:Strategic Simulations games
790:. No. 12. p. 106.
500:Best Role-Playing Game 1994
212:
169:is video game based on the
10:
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724:Yee, Bernie (March 1995).
282:tabletop role-playing game
920:Single-player video games
808:Editors' Choice Awards".
645:; Look, Ma — No Elves!".
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915:Role-playing video games
826:(March 1995). "Leaps of
806:Electronic Entertainment
788:Electronic Entertainment
523:Electronic Entertainment
495:Electronic Entertainment
442:Electronic Entertainment
611:Designers & Dragons
507:Reviewing the game for
193:
768:on September 11, 2002.
586:as a form of payback.
318:
304:Dungeons & Dragons
294:products, such as the
261:SkyRealms Publications
229:This section is empty.
178:. It was developed by
833:Computer Gaming World
740:on February 29, 2000.
535:Computer Gaming World
532:Paul C. Schuytema of
513:, Bernie Yee wrote, "
378:Computer Gaming World
313:
265:Mind Control Software
188:Strategic Simulations
57:Strategic Simulations
678:on October 21, 2000.
263:founded the company
583:Skyrealms of Jorune
481:
364:
321:Bill Dunn, producer
278:Skyrealms of Jorune
172:Skyrealms of Jorune
114:Skyrealms of Jorune
521:Barry Brenesal of
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620:978-1-907702-58-7
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186:and published by
176:role-playing game
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764:. Archived from
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699:. pp. 84–88
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674:. Archived from
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231:You can help by
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201:is based in the
180:Ceridus Software
90:Sharon Stambaugh
46:Ceridus Software
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147:Role-playing
112:
69:Andrew Leker
52:Publisher(s)
42:Developer(s)
25:Alien Logic:
880:Alien Logic
828:Alien Logic
784:Alien Logic
761:PC Gamer UK
756:"Unearthly"
578:Alien Logic
571:Alien Logic
563:Alien Logic
552:PC Gamer UK
545:Alien Logic
527:Alien Logic
515:Alien Logic
510:PC Gamer US
485:Publication
368:Publication
344:Alien Logic
328:Alien Logic
300:Alien Logic
286:Alien Logic
269:Alien Logic
252:Development
199:Alien Logic
122:Platform(s)
98:Composer(s)
92:Miles Teves
86:George Barr
74:Kevin Stein
64:Designer(s)
894:Categories
853:A K Peters
666:Interview"
590:References
240:April 2021
102:Eric Berge
88:Gene Hirsh
72:Jeff Moser
905:DOS games
885:MobyGames
703:August 5,
359:Reception
354:Reception
333:nonlinear
316:scratch.
203:Skyrealms
190:in 1994.
82:Artist(s)
810:PC Games
734:PC Gamer
647:PC Gamer
576:Because
429:PC Gamer
416:PC Gamer
298:titles,
296:Gold Box
213:Gameplay
142:Genre(s)
824:Scorpia
541:Scorpia
153:Mode(s)
133:Release
859:
617:
207:Jorune
184:MS-DOS
127:MS-DOS
109:Series
697:(PDF)
556:'
488:Award
480:Award
371:Score
857:ISBN
705:2015
615:ISBN
431:(US)
418:(UK)
194:Plot
182:for
136:1994
883:at
830:".
786:".
671:IGN
435:83%
422:80%
348:IGN
308:TSR
273:SSI
259:of
235:.
896::
851:.
796:^
774:^
758:.
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732:.
716:^
707:.
684:^
668:.
629:^
597:^
310:.
209:.
865:.
730:"
726:"
662:"
623:.
242:)
238:(
Text is available under the Creative Commons Attribution-ShareAlike License. Additional terms may apply.