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Moving to Headscratchers.


** FridgeLogic: [[spoiler:Kraal does not try to place the grains himself. Does this mean he is considered "valiant hearted" too?]]
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Renamed one trope.


* DistressedDamsel: Opale and Guardian of Revuss to a degree.

to:

* DistressedDamsel: DamselInDistress: Opale and Guardian of Revuss to a degree.



** Good luck trying to figure the code to activate the fountain. [[spoiler:It's not that hard. Just look at the squiggly line. That's a hint. Start with the highest number, then the second lowest, then second highest, then lowest number, or 12-4-6-3]]

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** Good luck trying to figure the code to activate the fountain. [[spoiler:It's not that hard. Just look at the squiggly line. That's a hint. Start with the highest number, then the second lowest, then second highest, then lowest number, or 12-4-6-3]]12-4-6-3.]]

Added: 195

Removed: 211

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* FullMotionVideo: One of earlier examples. Small, low-color and low-resolution clips played over a relatively detailed and colorful background. Repetitive, unskippable, quickly get annoying. Fortunately, short.


Added DiffLines:

* LiveActionCutscene: Short, looped live-action scenes are used to depict characters speaking to the player. These scenes are heavily tinted so as to better blend in with the background graphics.
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** Good luck trying to figure the code to activate the fountain. [[spoiler:12-4-6-3 by the way.]]

to:

** Good luck trying to figure the code to activate the fountain. [[spoiler:12-4-6-3 by [[spoiler:It's not that hard. Just look at the way.]]squiggly line. That's a hint. Start with the highest number, then the second lowest, then second highest, then lowest number, or 12-4-6-3]]
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Removed hottip


* GuideDangIt: Some puzzles are somewhat contrived. To remedy that not only you get usual Coktel's "jokers"[[hottip:*:each "joker" allows to read near-complete solution for the current room, there are 3 jokers, but you can reload a saved game]], but also your companion Petroy can advice you on the purpose of some objects you see. Still, some rules are hard to grasp:

to:

* GuideDangIt: Some puzzles are somewhat contrived. To remedy that not only you get usual Coktel's "jokers"[[hottip:*:each "jokers"[[note]]each "joker" allows to read near-complete solution for the current room, there are 3 jokers, but you can reload a saved game]], game[[/note]], but also your companion Petroy can advice you on the purpose of some objects you see. Still, some rules are hard to grasp:

Changed: 43

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* EvilLaugh: Kraal in every cutscene. Since the game lacked the sound of his laughter, the actor had to play it with his body.

to:

* EvilLaugh: Kraal in every cutscene. Since the game lacked the sound of his laughter, the actor had to play it with his body. Worked surprisingly better than it sounds.

Changed: 71

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Bag Of Spilling: purpose.


* BagOfSpilling: Between some scenes, thanks to Uki and Orbi. And Urm takes away stuff that was meant to be used in a previous scene, if you tried to save it for later. And Ween himself throws away some objects after a single use.

to:

* BagOfSpilling: Between some scenes, thanks to Uki and Orbi. And Urm takes away stuff that was meant to be used in a previous scene, if you tried to save it for later. And Ween himself throws away some objects after a single use. This limits your choices in subsequent puzzles, thus simplifying them.

Changed: 477

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Links to Coktel Vision page and to similar games; separated plot and interface descriptons.


''Ween: The Prophecy'' AKA ''The Prophecy'' is a first-person perspective point and click adventure game released by Coktel Vision in 1992, shortly before it became a subsidiary of {{Sierra}}.

This game takes a fantasy setting, in which you play a young wizard tasked to fulfill the prophecy and eradicate a power-hungry wizard Kraal, who has just returned from exile. To fulfill the prophecy you must go on 3 quests, solving various puzzles along the way to be rewarded 3 grains of sand, that must be placed in a hourglass to kill Kraal. Objects around the levels are always detected by the cursor, making each screen and the challenges within quick to comprehend. Generally you have to solve each puzzle in sequence.

Like in the company's ''Goblins'' series and ''Lost in Time'', the interface is simplified, and the game has a heavier focus on self-sufficient puzzles than other traditional adventures. The game experiments with the toning of the graphics, using a faux-sepia style outside and some bright colours inside, which changes the atmosphere somewhat.

to:

''Ween: The Prophecy'' AKA ''The Prophecy'' is a first-person perspective point and click adventure game released by Coktel Vision Creator/CoktelVision in 1992, shortly before it became a subsidiary of {{Sierra}}.

Creator/{{Sierra}}.

This game takes a fantasy setting, in which you play a young wizard tasked to fulfill the prophecy and eradicate a power-hungry wizard Kraal, who has just returned from exile. To fulfill the prophecy you must go on 3 quests, solving various puzzles along the way to be rewarded with 3 grains of sand, that must be placed in a hourglass to kill Kraal.Kraal. Then Kraal starts interfering and you have to overcome the obstacles he creates, and race to fulfill the prophecy in time.

Like in other Coktel's adventures (including ''{{VideoGame/Gobliiins}}'' series and ''VideoGame/LostInTime''), the interface is simplified, and the game has a heavier focus on self-sufficient puzzles than other traditional adventures.
Objects around the levels are always detected by the cursor, making each screen and the challenges within quick to comprehend. Generally you have to solve each puzzle in sequence.

Like in the company's ''Goblins'' series and ''Lost in Time'', the interface is simplified, and the game has a heavier focus on self-sufficient puzzles than other traditional adventures.
sequence. The game experiments with the toning of the graphics, using a faux-sepia style outside and some bright colours inside, which changes the atmosphere somewhat.
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to:

----






* SlidingScaleOfLinearityVsOpenness: Level 2 at best. Basically, the game is a sequence of [[PointAndClickGame room escape games]] with an inventory ([[BagOfSpilling mostly]]) carried to the next room. Still, some objects and puzzles are optional, some subpuzzles have several solutions, and there are places, where you choose which path to take (over/under the bridge and 2 doors after the sanctuary). None of this affects the ending.

to:

* SlidingScaleOfLinearityVsOpenness: Level 2 at best. Basically, the game is a sequence of [[PointAndClickGame room escape games]] with an inventory ([[BagOfSpilling mostly]]) carried to the next room. Still, some objects and puzzles are optional, some subpuzzles have several solutions, and there are places, where you choose which path to take (over/under the bridge and 2 doors after the sanctuary). None of this affects the ending.ending.
----
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Added DiffLines:

[[quoteright:160:http://static.tvtropes.org/pmwiki/pub/images/ween_the_prophecy__small_8433.jpg]]
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''Ween: The Prophecy'' AKA ''The Prophecy'' is a first-person perspective point and click adventure game released by Coktel Vision in 1992.

to:

''Ween: The Prophecy'' AKA ''The Prophecy'' is a first-person perspective point and click adventure game released by Coktel Vision in 1992.
1992, shortly before it became a subsidiary of {{Sierra}}.

Added: 822

Changed: 137

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** Good luck trying to figure the code to activate the fountain. [[spoiler:12-4-6-3 by the way.]]



* TheKlutz: Uki and Orbi. And you can't send them away. And Urm. Who solves only slightly more problems than creates.

to:

* TheKlutz: Uki and Orbi. And you can't send them away. And Urm. Who solves only slightly more problems than creates.
** If you thought Urm can't get any worse, in the final scenes he gets cursed with clumsiness.



* PixelHunt: Somewhat eased by names that appear when the cursor is over the hot spot. Still, there are several scenes, where you need to find a spot 1-3 pixels wide. And the one where you have to click an unmarked 1x1 spot multiple times.

to:

* PixelHunt: Somewhat eased by names that appear when the cursor is over the hot spot. Still, there are several are:
** Several
scenes, where you need to find a spot 1-3 pixels wide. wide.
**
And the one where you have to click an unmarked 1x1 spot multiple times.times.
** And the bug randomly preventing names from appearing.


Added DiffLines:

* SlidingScaleOfLinearityVsOpenness: Level 2 at best. Basically, the game is a sequence of [[PointAndClickGame room escape games]] with an inventory ([[BagOfSpilling mostly]]) carried to the next room. Still, some objects and puzzles are optional, some subpuzzles have several solutions, and there are places, where you choose which path to take (over/under the bridge and 2 doors after the sanctuary). None of this affects the ending.
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Better Than It Sounds is a Just For Fun game, please do not re-add it.


* EvilLaugh: Kraal in every cutscene. Since the game lacked the sound of his laughter, the actor had to [[BetterThanItSounds play it with his body]].

to:

* EvilLaugh: Kraal in every cutscene. Since the game lacked the sound of his laughter, the actor had to [[BetterThanItSounds play it with his body]].body.
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Seemingly unwinnable situation has severall alternative paths


* UnwinnableByDesign: Unlike in ''Goblins'' you can lose important items. And not only by doing something wrong, but just by doing things in wrong order. [[spoiler:You need thongs to turn railing into firewood and to pull reed. The thongs break after you get firewood or if you try to break the padlock. You cannot finish your house without reed flute.]]
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* TheChosenOne: Parodied in one scene. Ween finds [[Excalibur a sword in a stone]], tries to pull it, fails and concludes that he is not the chosen one. Then Urm [[spoiler:points at the hook holding the sword in place]].

to:

* TheChosenOne: Parodied in one scene. Ween finds [[Excalibur [[{{Excalibur}} a sword in a stone]], tries to pull it, fails and concludes that he is not the chosen one. Then Urm [[spoiler:points at the hook holding the sword in place]].

Added: 4060

Changed: 253

Is there an issue? Send a MessageReason:
None


''Ween: The Prophecy'' AKA ''The Prophecy'' is a first-person perspective adventure game released by Coktel Vision in 1992.

This point and click adventure takes a fantasy setting, in which you play a Wizard deemed to be ‘good’ taking on a less good one. To fulfill the prophecy you have been given in a limited time of 3 days, he must go on 3 quests, solving various puzzles along the way to be rewarded 3 grains of sand, that he must place in a hourglass to kill an evil wizard. Objects around the levels are always detected by the cursor, making each screen and the challenges within quick to comprehend. Generally you have to solve each puzzle in sequence.

Like the company's ''Gobliins Series'', the interface is simplified, and the game has a heavier focus on self-sufficient puzzles than other traditional adventures. The game experiments with the toning of the graphics, using a faux-sepia style outside and some bright colours inside, which changes the atmosphere somewhat.

to:

''Ween: The Prophecy'' AKA ''The Prophecy'' is a first-person perspective point and click adventure game released by Coktel Vision in 1992.

This point and click adventure game takes a fantasy setting, in which you play a Wizard deemed young wizard tasked to be ‘good’ taking on fulfill the prophecy and eradicate a less good one. power-hungry wizard Kraal, who has just returned from exile. To fulfill the prophecy you have been given in a limited time of 3 days, he must go on 3 quests, solving various puzzles along the way to be rewarded 3 grains of sand, that he must place be placed in a hourglass to kill an evil wizard.Kraal. Objects around the levels are always detected by the cursor, making each screen and the challenges within quick to comprehend. Generally you have to solve each puzzle in sequence.

Like in the company's ''Gobliins Series'', ''Goblins'' series and ''Lost in Time'', the interface is simplified, and the game has a heavier focus on self-sufficient puzzles than other traditional adventures. The game experiments with the toning of the graphics, using a faux-sepia style outside and some bright colours inside, which changes the atmosphere somewhat.


Added DiffLines:

* BagOfHolding: Justified, thanks to Uki and Orbi, who volunteered to carry everything.
* BagOfSpilling: Between some scenes, thanks to Uki and Orbi. And Urm takes away stuff that was meant to be used in a previous scene, if you tried to save it for later. And Ween himself throws away some objects after a single use.
* BigBad: Kraal. Trying to take over some small backwater kingdom, but still qualifies.
* TheChosenOne: Parodied in one scene. Ween finds [[Excalibur a sword in a stone]], tries to pull it, fails and concludes that he is not the chosen one. Then Urm [[spoiler:points at the hook holding the sword in place]].
* DistressedDamsel: Opale and Guardian of Revuss to a degree.
* EvilLaugh: Kraal in every cutscene. Since the game lacked the sound of his laughter, the actor had to [[BetterThanItSounds play it with his body]].
* FullMotionVideo: One of earlier examples. Small, low-color and low-resolution clips played over a relatively detailed and colorful background. Repetitive, unskippable, quickly get annoying. Fortunately, short.
* GuideDangIt: Some puzzles are somewhat contrived. To remedy that not only you get usual Coktel's "jokers"[[hottip:*:each "joker" allows to read near-complete solution for the current room, there are 3 jokers, but you can reload a saved game]], but also your companion Petroy can advice you on the purpose of some objects you see. Still, some rules are hard to grasp:
** Venom/poison turns snakes into quartz and quartz into snakes.
** Pollen similarly turns quartz into flowers and back.
** You can melt gold in a copper cauldron.
** You can hold acid in a copper cauldron. While chemically sound, this is [[HollywoodAcid quite uncommon for such games]].
** Ring, tiara and necklace [[AWizardDidIt turn]] copper ball into cauldron, pipe and sword respectively. And vice versa.
** To find stuff in an empty chest you need [[spoiler:a feather dropped by the monster,]] that appears only when you give up and try to leave the scene.
** Ween can play flute even as a worm.
* HollywoodAcid: Sickly bluish-green fluorescent liquid stored in a wooden coffin, can be carried in a copper cauldron. Dissolves only carbonates, but does it really fast. Used by ancient builders to [[spoiler:conceal the control panel]]. And [[MarijuanaIsLSD causes hallucinations]].
* TheKlutz: Uki and Orbi. And you can't send them away. And Urm. Who solves only slightly more problems than creates.
* OurVampiresAreDifferent: Urm looks like a large drooling fruitbat with long fangs and eyes burning red. If you give him fruits or berries, he will give you gold. Or set something on fire. Or perform some other scripted task. Also he tends to fly into things and break them. And defecate with gold in the most inappropriate moments. It's unclear, why he is called ''vampire''. LostInTranslation?
* PixelHunt: Somewhat eased by names that appear when the cursor is over the hot spot. Still, there are several scenes, where you need to find a spot 1-3 pixels wide. And the one where you have to click an unmarked 1x1 spot multiple times.
* ProphecyTwist: It is said that the valiant hearted must place 3 grains of sand into the hour-glass to seal the doom of Kraal. [[spoiler:If they are placed by a mechanism or Urm, Kraal is safe.]]
** FridgeLogic: [[spoiler:Kraal does not try to place the grains himself. Does this mean he is considered "valiant hearted" too?]]
* ShapeshifterShowdown: Against a "dragon with a hundred faces". Whatever form Ween takes, the dragon always chooses a slightly stronger form. To win, [[spoiler:make him become a wasp, catch him with a wasp trap and call Urm.]] You get the hints for the battle in a previous scene and before that from the messenger after sniffing acid.
* UnwinnableByDesign: Unlike in ''Goblins'' you can lose important items. And not only by doing something wrong, but just by doing things in wrong order. [[spoiler:You need thongs to turn railing into firewood and to pull reed. The thongs break after you get firewood or if you try to break the padlock. You cannot finish your house without reed flute.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

''Ween: The Prophecy'' AKA ''The Prophecy'' is a first-person perspective adventure game released by Coktel Vision in 1992.

This point and click adventure takes a fantasy setting, in which you play a Wizard deemed to be ‘good’ taking on a less good one. To fulfill the prophecy you have been given in a limited time of 3 days, he must go on 3 quests, solving various puzzles along the way to be rewarded 3 grains of sand, that he must place in a hourglass to kill an evil wizard. Objects around the levels are always detected by the cursor, making each screen and the challenges within quick to comprehend. Generally you have to solve each puzzle in sequence.

Like the company's ''Gobliins Series'', the interface is simplified, and the game has a heavier focus on self-sufficient puzzles than other traditional adventures. The game experiments with the toning of the graphics, using a faux-sepia style outside and some bright colours inside, which changes the atmosphere somewhat.

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