1990s point-and-click adventures that still hold up

Talk to everyone, pick up everything, think about it after

44 games

Games

Day of the Tentacle 1993 Why it still holds upIts comic writing and voice acting are the reason to play it now, since in the CD version every line of dialogue is spoken.
Grim Fandango 1998 Why it still holds upPlay it now for a Day of the Dead inspired afterlife styled as film noir, in a game where you cannot get stuck.
Sam & Max Hit the Road 1993 Why it still holds upPuzzles that ask you to collect items and combine them with scattered objects, in a tourist trap setting that cannot dead end, still let you explore at your own pace today.
The Neverhood 1996 Why it still holds upA puzzle is a matter of what Klaymen can do in the room you are in, which is simple to follow now.
Full Throttle 1995 Why it still holds upOne menu for every action, and dialogue where you pick the answer, still keep the adventure easy to get into today.
Toonstruck 1996 Why it still holds upWith nothing to lose, trying every item on every character is still the way to play it today.
Discworld Noir 1999 Why it still holds upAn investigation still keeps moving without leaving you stuck, as leads are crossed out in a notebook and a missed clue arrives later.
Blade Runner 1997 Why it still holds upSuspects who differ each new game, and clues that change what others do, give every case a reason to start again today.
The Dig 1995 Why it still holds upIt is easy to approach even now, because each puzzle is a matter of what to carry where, with items you collect and use on the environment.
Discworld 1995 Why it still holds upChoosing a tone for each conversation, joking or angry, still gives every puzzle a social side.
Shivers 1995 Why it still holds upThe one slot still makes every capture a trip across the haunted museum with your hands full.
Gobliiins 1991 Why it still holds upWorking out what each odd talent will do in a cartoon world with its own logic still turns every screen into a small puzzle box.
Torin's Passage 1995 Why it still holds upAn adventure made for a parent and a child, with a hint for whichever of them is stuck, is still a shared game today.
Loom 1990 Why it still holds upAn adventure played by humming spells is still a distinct way to play today.
Realms of the Haunting 1996 Why it still holds upThe doors still hide a universe behind every one, in a haunted house that is also a shooter.
Myst 1993 Why it still holds upAn island that explains nothing, with puzzles as its only voice, is still there to wander today.

Inventories, dialogue trees and puzzles that sometimes ask you to think like the person who wrote them. Many of them are also very funny, and the writing is a large part of why they still work.

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