The wiring puzzle(s) on the other hand, I found to be excellent. I’m not sure I would call it a well designed puzzle, and they might have been aiming at something humorous with it - and failed, but at least it was easy enough to not be any bother. I actually enjoyed both, based on the complaints I had read here I feared the rope puzzle, but in reality it was much much easier than expected, and once I had spoken to the right person it only took me two tries. The rope puzzle on the other hand I didn’t. I liked those wiring puzzles myself as well. That said, I want to play part 2 soooo baaaad As Tim said in one of the episodes, no one ever remembers games a la “Oh yeah, that game was SO on schedule!” - it is the result that matters. I don’t know, but that sounds like a developer who loves what they do, have an ear to the public and aim for quality. On the contrary, it has incredbile visuals and sounds, oozes atmosphere, and was obviously fine tuned to match feedback from the backers/buyers. Well, the documentary is to me hands-down the best video-game related documentary out there, and Broken Age is nowhere near a crash and burn failure. Still haven’t gotten around to playing part II, but referring to what someone was saying earlier about Tim over promising - there are lots of statements on behalf of the team that might be interpreted that way, but if you go back and look at the original KS pitch (which you should, anyways, because that’s some funny stuff right there) all they said was it was money to either deliver an adventure game or fail miserably, and document everything while they are at it. It wasn’t another Grim Fandango as I certainly had hoped - but it sure turned out a high quality point n click adventure game. It’s not surprising that the project ballooned! They could easily have stuck to old-true formulas but instead dared venture into more complex uncharted territory. Overall a game that pushed surprisingly many boundaries for profiling itself as a traditional point n click adventure. Humor worked for me, no laughing out loud but I hadn’t really expected or wished for that either. It made everything flow a lot nicer than in traditional point n clicks where talks are generally cancelled out by new interactions. Overall the game featured a lot of motion (many parallax layers, particles, small animations) which I believe the genre sorely needs more of.Īnother touch I really appreciated was letting the characters keep on talking while walking away from the most recent interaction. It added A LOT of dynamic and made what usually becomes droning dialogue a lot more vivid. Really pushing away from traditional one-view-per-room adventure games. I really like what they did with the camera moving in and out and jumping between different views in conversations and transitions. The scope of it all would probably have been better off if cut down a little bit, but overall I think it… sorta worked. Story-wise it kinda felt like the game was trying to tell too many stories at the same time which sorta left focus drifting. In my book they could have cut 30% of the puzzles and it would have been a better game though, but I realize a lot of people want “challenge” and indeed prefer to get stuck a little now and then. Other than over-using the wiring puzzle and a couple too many fetchquests, I thought the puzzle design overall was really, really good. Have expectations ever been that high… ever? I can’t imagine building a game under the preposterous pressure that the kickstarter crowd (indeed the whole gaming industry?) put on top of this project.
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