<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"><channel><title>Brethren Adventure Archive</title><description>An independent archive of PC adventure games released between 1990 and 2010: their history, how to play them legally today, and the small indie adventures worth an evening now.</description><link>https://brethren-et.com/</link><language>en</language><item><title>Why adventure games from 1990 to 2010 still work</title><link>https://brethren-et.com/blog/why-adventure-games-aged-well/</link><guid isPermaLink="true">https://brethren-et.com/blog/why-adventure-games-aged-well/</guid><description>One technical reason and one design reason explain why old adventure games still play today while many games of the same era broke: a durable content format, and a pace that does not depend on reaction time.</description><pubDate>Sat, 31 Oct 2026 00:00:00 GMT</pubDate></item><item><title>From text parser to point and click</title><link>https://brethren-et.com/blog/parser-to-point-and-click/</link><guid isPermaLink="true">https://brethren-et.com/blog/parser-to-point-and-click/</guid><description>The move from typed commands to clicking: why the command line was replaced, which series mark the milestones, and what was lost as the interface got simpler.</description><pubDate>Mon, 02 Nov 2026 00:00:00 GMT</pubDate></item><item><title>The two studios that defined the 1990s</title><link>https://brethren-et.com/blog/two-studios-of-the-1990s/</link><guid isPermaLink="true">https://brethren-et.com/blog/two-studios-of-the-1990s/</guid><description>Two opposing design schools in the 1990s: one prioritised hard puzzles where failure was possible, the other prioritised story and freedom from dead ends. That difference still decides which games you like today.</description><pubDate>Wed, 04 Nov 2026 00:00:00 GMT</pubDate></item></channel></rss>