"It was like Doom and The 7th Guest had been mashed together into a single game, and the results were absolutely amazing"
![tex murphy under a killing moon hints tex murphy under a killing moon hints](http://cdn.akamai.steamstatic.com/steam/apps/302350/header.jpg)
It was like Doom and The 7th Guest had been mashed together into a single game, and the results were absolutely amazing.
Tex murphy under a killing moon hints full#
Much of it was standard adventure fare including point-and-click puzzles, maps and inventory items, but it also had something I hadn't seen before: a large texture-mapped world with full freedom of movement and hours of FMV.
![tex murphy under a killing moon hints tex murphy under a killing moon hints](https://s3-eu-west-1.amazonaws.com/games.snapshot/14154/100085-TexMurphyUnderaKillingMoon.jpg)
Playing Under a Killing Moon felt like magic, and probably should've done considering the price. Under A Killing Moon combined a grim future setting with a vintage noir vibe Lynda had spent £80 on a videogame that would change our lives forever, and I'd found someone who was actually buying me videogames! The game was Under a Killing Moon by Access Software. On a birthday trip home, I was given a giant box with 4 CDs in it. I owned a "borrowed from my Dad" PC and had one of those "never gonna last" long distance relationships with Lynda, my girlfriend at the time. It was 1994, and I was your typical starving student in my second year of Law school. This column was contributed by Tim Cowles, one half of D'Avekki Studios, creator of full-motion video (FMV) games like The Shapeshifting Detective and The Infectious Madness of Doctor Dekker. Why I Love is a series of guest editorials on intended to showcase the ways in which game developers appreciate each other's work.