Time on Frog Island was originally called Trading Time, and I can see why. I’m shipwrecked on an island, and the only way to fix my boat is to help out some giant frogs. Give a frog something it wants, it’ll give me something back. It’s all about trading up.
What those frogs want, and what they’ll give me for it, is often a puzzle. No one speaks in words on Frog Island, only in pictures. The pictures can be simple, an identifiable object shown in a word bubble. Or it can be a little trickier. A frog asking for a sunflower is easy to understand but another shows me a picture of a mug, then a snowflake, then points at the local pub. Clearly he wants a cold beverage, but I’m just a tiny sea captain—how can I make him a drink, and what will he give me for it?
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YELLOW CARD
Flawed deckbuilder DUNGEONS AND DEGENERATE GAMBLERS rarely plays a winning hand
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernizes a classic RTS with care
SPACED OUT
After a strong first impression, WARHAMMER 40K: SPACE MARINE 2 runs out of steam
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
DINER HARD
Rewriting the rules of horror in ALAN WAKE
"Kay Vess, galactic tomb raider"
Feeling like Lara Croft in STAR WARS OUTLAWS
LETHAL COMPANY
A return to some explosive post-launch patches.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
TRACK GPT
Al's teaching sim racers to improve-what about other games?
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a 'stay-busy' project by a small team at Black Isle Studios