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Sunday, January 26, 2020

Videogame Review, Venture for the Atari 2600 (w/ VCS Cartridge Adapter for the Atari 5200)



Videogame Review, Venture for the Atari 2600 (w/ VCS Cartridge Adapter for the Atari 5200)

A vulgar reviewer thinks he can qualify everything.  While people may touch everything, they can’t play everything- there has to be loss, confusion, and unidentified objects.  Humans are only the smaller gods in our complicated universe and nature itself becomes the reaching horizon of mass for ignoring or unknowing at large.  Venture can’t really be played: it’s too short, it’s too minimal, and it’s too easy for “finishing up”.  Gameplay should be able to transform ourselves into symbols for visionary work and that’s not what I’m seeing here.  This game was, and is, a cheap gimmick.  Eventually you’ll go into a room and won’t be able to escape the haunting ghost- it’s somewhere from hotspot to starting point, with disgraduation, that management doesn’t pull off all the stunts needed for great undertaking.  There’s also too much joystick and too much pause in video.  Controls transfer movements into a velocity that’s either overbearing or underdone depending on room entry, room exit, and room collections.  Dreams are related to Venture; however, there’s little to no sense for the emotional presentation made by Coleco for it.  Lights and cameras get their exchange on a disorderly mess because objects are required under impossible difficulty.  I don’t mean to be so hard.  Videogames aren’t that easy to make and, as companies have found out in the modern age, a true, good video game may have to cost more money for the quality to be presented and handled well.  (Think Mario Kart Tour, Candy Crush, etc.)  Materials need to display the obstacles for avoiding, discerning, and promoting well and Venture- from the looks of things- gives off poor objects of maneuvering within grasp for something combining ancient combat with gaming stereotypes.  Looking around takes some getting used to!  Playing with a joystick can be a delight; that’s a problem, since we also take pleasure in unchallenging tasks when interest isn’t really there and we might even wish to play a game without actually having it.  I’ve seen this behavior in critics- they’ll watch movies to hope for ending them with pleasure, they’ll read books to hope for finishing them up with “understanding” (a term abused for the lack of it).  Handling the controller (which is, ironically, the gold joystick) sooner or later resembles maneuvering more like work than play, and, the graphics in hazy format and vivid fog don’t help matters much.  The words I give are ones you’ll have to receive in earnest- I usually don’t exaggerate and real life is too harsh for most people to handle.


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