Imagine the beginning of a great adventure: You are standing in a forest. The sky is blue, the sun is shining and the wildlife is wandering about. There is a guy named Jack, Steve or Brat next to you, who will turn out to be an invaluable source of information, for he is The Guide. With great foresight you brought a set of tools along, so you can start right away. What will it be? Do you want to start digging, to search for valuable ores and treasure caves? Or do you want to attack that slime creature that is coming closer, in the hope that it will drop some valuables? Or how about building a base, maybe a log cabin, first? All of this is possible in Terraria, an open-world 2D platformer, that combines the fun of exploration, fighting and building in one game.
The time has come. The night of all nights has arrived, where I will dive into darkness. Evil awakens and a nightmare comes true: Dracula rules our city of New York and the lord of darkness is also the head of the local corporation for cyber-genetics, cyber-space, cyber-surgery, cyber-technology, cyber-weapons and cyber-surveillance. Appropriately, it has been a very long time since the city has seen any light; we are in an apparently endless night.
Something's not working right in Discworld. The repercussions can be seen all over. People are still dying as normal, but their souls aren't being taken away. So the dead continue to roam the streets. The mages guild decides to have Rincewind investigate the wereabouts of Death. After taking a couple of twists and turns, the plot has Death turning into a movie star and Rincewind temporarily taking over the reaper role.
To those who were mourning the death of the Adventure genre as they knew it in the middle of the 1990s, when Myst style games were taking over the market and purely plot-driven "games" hadn't yet found their niche, Discworld II was a revelation. Here was a game which had something akin to a plot, real characters and dialogue while offering puzzles which did not come straight out of a brainteaser book, detached from the world, but which originated from this world and the needs of moving the plot forward.