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The inventory

posted by Edward VanHelgen on - last edited - Viewed by 302 users

In this video http://e3.gamespot.com/video/6211409/, at 8:42, we can see the inventory, that you bring on the right. What do you make of it?

inventoryp.jpg

Generally, I think i prefer always-visible inventory, like it was in Monkey 1 and 2. Monkey 3 had a seperate inventory view as a chest, wich wasn't bad and had you dragging the items. As for the 4th, its probably most confusing of all as for the inventory goes with rotation of items, part of it because of the keyboard contols.

I also love some more details and extra options in it.

As for Tales, i like the design because of nice choice of colors and pirate motives for the look of it. Its not distracting also, but we can probably say more after we take on controls and interface.

21 Comments - Linear Discussion: Classic Style
  • I see a lot of people say TMI uses W&G controls - for those of us who have not played W&G, can anyone elaborate on how those controls work?

  • @Arodin said: I see a lot of people say TMI uses W&G controls - for those of us who have not played W&G, can anyone elaborate on how those controls work?

    You walk with the keyboard arrow keys and use the mouse to interact with the hotspots.

    As far as the inventory, I love the look. I'm sure it'll be as functional as it needs to be. I do miss it being on the bottom of the screen though, but I suppose it's more cinematic the other way?

    EDIT: However these are not the final controls for TMI.

  • @Secret Fawful said: You walk with the keyboard arrow keys and use the mouse to interact with the hotspots.

    As far as the inventory, I love the look. I'm sure it'll be as functional as it needs to be. I do miss it being on the bottom of the screen though, but I suppose it's more cinematic the other way?

    EDIT: However these are not the final controls for TMI.

    What he said. Also, there is a demo of W&G, if people want to see how the controls work in that game.

  • there's some games where you can combine items inbthe inventory and then the inventory is just freaking annoying, closing after every test. you'd think thyey wouldn't think up of crazy combos then, but they still do it. who? T-H-E-M. Aaaah!

  • Like for example in Agatha Christie: Murder on the Orient Express, combine of items was tedious, where you also have spaces to put objects and click on button to combine them, and if you are wrong you have to start all over again.

    But if the puzzles are enough interesting and if the game is giving you everything you need to know as to solve it, then you can forgive everything else.

    Also, some inventories would have you click on item and when you click on another item which you can't combine the cursor is changing back to original state, and then you need to click on first object again.

  • Sadly the game developers, have gotten this idea that less stuff on the screen gives more immersion, but also that games should be like movies :/ its a sad trend.

  • @RMJ1984 said: Sadly the game developers, have gotten this idea that less stuff on the screen gives more immersion, but also that games should be like movies :/ its a sad trend.

    I'm really happy taht we see no more of Simon the Sorcerer's pick up/talk/push/pull menu which would cover 1/2 the screen. yeah, like 1/2 the screen! Nah, more picture is good I tell you! But the inventory obv should be really easy to access in all kinds of way.

  • As long as we don't ONLY use this combining items feature like one or two times per episode I don't have any complaints.

  • I love the way the inventory looks.

  • I don't think it has anything to do with immersion, I think if you have the inventory onscreen all the time then you have to cram the rest of the image into a much smaller area. I think that's ultimately detrimental.

    I’m sure that’s why adventure games started using inventories that can be collapsed or hidden and probably why they’re doing it with TMI.

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