The Last Resort : a reason for direct control (SPOILER!)
I've played the review copy of The Last Resort.
I was critical of the direct control scheme in Fright, I wanted it to be more justified in the game design.
I think it's time to be more constructive and say that The Last Resort offers one effective envolving implementation of the direct control in the last scene.
Manouvering the rubber ring with Gromit inside wouldn't have been as engrossing in point'n'click. The thing I liked the most in the final confrontation is that the gameplay FEELS action-oriented but it's not. I mean, the arcade control makes the adventure elements more coherent with the pace of the story, WITHOUT compromising the puzzle-oriented design.
If that's what Telltale is looking for, I am starting to get it, but finding the right way to implement this kind of idea in every episode will be hard.