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Video Game / Adventures in the Galaxy of Fantabulous Wonderment

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Adventures in the Galaxy of Fantabulous Wonderment is an Adventure Game from 2005 made by Ben "Yahtzee" Croshaw (Yes, again).

Daniel Gordon, an ordinary salaryman, is not having a good day. First, he gets caught by his boss playing video games in his work time, then he is kidnapped by a galactic organization to serve as a Redshirt, and then events conspire to force him to become the new captain of the crew who bought him and to investigate on disappearances that happen in the entire galaxy.

Gameplaywise, the game is quite experimental, combining an Adventure Game with parts from Turn-Based Strategy and Economic Simulation Games, and there is even Wide-Open Sandbox elements.

Yahtzee briefly worked on a sequel, named Escape from the Dimension of Insidulous Cruellitude, but ultimately abandoned it due to lack of interest. He played the half-finished prototype on his YouTube channel, yahtzee19, under the title "Abandoned AGS Games".

Note, while the game is a sequel to the Rob Blanc trilogy, it is not necessary to have played them to enjoy this one.

This game provides examples of:

  • Adventure Game: Being made with AGS, it had to. But there are also other kinds of game in it:
    • Turn-Based Strategy: The RPG variant. You have random encounters (and 3 boss fights) that are fought turn-by-turn. You can use your lasers (attack), a missile (super attack), the tractor beam (paralyzes the enemy for 3 turns), the scanner (scans the enemy), or flee.
    • Economic Simulation Game: You can earn money by various ways:
      • Trading the main four commodities (weapons, porn, burgers, chocolate).
      • Looking for a fight (either just fighting diverse enemies, or fighting Culthorpes who give special rewards).
      • Salvaging (send a Redshirt on a planet to look for crates to loot).
      • Two of the sidequests give you money too.
      • And you'll need the money to refill your fuel, shields, missiles, buy upgrades to your ship, or accomplish some objectives.
    • Wide-Open Sandbox: As long as you have enough fuel and money, you can go anywhere in the galaxy and do whatever you want.
  • Anti-Frustration Feature: The game frequently reminds you to make sure you have enough fuel before going to another planet. If you forget it and try a travel without enough fuel, you'll be rescued the first time. But the second time, it'll be Game Over...
  • Assimilation Plot: The Extranoids' objective is to turn every creature in the universe into an Extranoid to join together and recreate the universe.
  • Black Market: Burgers and chocolate are fine to trade in openly, but they don't tend to turn much profit. Trading in weapons and porn is immensely more profitable, but attracts the attention of the law.
  • Cerebus Syndrome: The game begins as funnily and goofily as the Rob Blanc trilogy. But when the Extranoids appear, the story takes a much more serious turn (while keeping its humor).
  • Darker and Edgier: Compared to the Rob Blanc Trilogy, the plot is much darker and slightly more philosophical.
  • The Fantastic Trope of Wonderous Titles: The title invokes this, even throwing the portmanteau, "Fantabulous" in for good measure. The sequel would even have stepped it a notch up with "Insidulous" and "Cruellitude".
  • Head Pet: Eric was literally created to be this (or more exactly, a living wig).
  • Invisible Streaker: Hole's body is invisible except for his eyebrows and is sometimes called upon to strip down for stealth purposes, though he is not happy about it.
  • Loser Protagonist: Dan is a dweeby, world-wary office worker.
  • Money Spider: Averted. When you defeat an enemy, you automatically loot its cargo and get some quantity of a commodity. It is your responsibility to sell it at a trading post. If you fight a Sparkle Crab (Giant Enemy Crab IN SPACE!), you'll take its meat and automatically convert it into burgers.
  • No Indoor Voice: Billy, the bartender at the Bloody Towel, delivers all of his dialogue in all caps.
  • Point of No Return: Once you have hijacked the last Think Tank, the remainder of the game is plot-driven. You have to play through the game events, incapable to go back to the Wide-Open Sandbox section.
  • Redshirt: They're cloned and sold by the six-pack for use in those missions where horrible death is a very probable outcome.
  • "Shaggy Dog" Story: The Extranoids make the entire Rob Blanc trilogy this by erasing Rob and Paul's memories, then killing the High Ones.
  • Unexpected Gameplay Change: In the Bloody Towel, you have to play a DDR type game to get the location of one of the Krun scepters.
  • Unintentionally Unwinnable: If you are on a planet without spaceport and you have zero fuel and no Redshirts left, you're blocked. There is nothing you can do but load a previous game.