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Old 12/20/2009, 02:28 am   #6
Rather Dashing
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None of this is in any particular "order", just a sort of flow-of-consciousness deal.

I think that Telltale does more or less fine in the storytelling department. I think they need to have writers and production work together better though, and realize what they can expect. Tales is their first episodic series with "serious" plot points, and it shows. There's tons of foreshadowing that ends up not being realized a month or two later, because something obviously got changed or cut before release. Now this could be due to a lot of reasons, but I think it's most likely a bit of a disconnect between what the writers write and what the technical side knows they can pull off in time. Not sure, though. Just fix the foreshadowing without a payoff issue, please.

I think we know we can combine items now. Mention the mechanic in the tutorial and then drop it, please. This is a really minor annoyance, but an annoyance nonetheless.

Can we please ramp up the puzzle difficulty a bit? I'm not even looking for LucasArts classic difficulty here, just Sam and Max Season Two difficulty. I want to get snagged on more than one or two puzzles during the course of an episode. This is really the biggest failing of recent Telltale adventures. I sort of solve it with a flow-of-consciousness sitting, when I remember playing each Sam and Max episode for a week, stopping several times per episode at a puzzle I just couldn't get yet. I don't think I've gotten any sharper, and in fact my acute puzzle-solving ability has gotten a lot weaker since Infocom and Sierra(and the industries around them) died and could no longer keep their vice-like grip.

To help the above, fill the world with more stuff. More believable stuff. Or make existing background stuff clickable. Have it do something, or let us pick up junk. I don't need the amount of stuff we had in the Monkey Island 2 ending, I just want to be able to not think that every single thing I'm holding is absolutely vital to something I will be doing in the next 20 minutes. As a side note, let us carry more stuff with us to the next episode and then let us do something with it. I loved that about some puzzles in Leviathan, with the eyeglass? That was great. I want more puzzles like that.

Also, kill D'oro. In a horrible, horrible way. And please, please do not ever do another game with the atmosphere of Episode 1. Thanks.

Keep up the good work on the camera angles and lighting. If the whole season looked as good as the finale of Episode 5, it would have been the best-looking Monkey Island game ever.

I'm sure this is nowhere near everything, and I'm sure I could have elaborated more on all points. Sorry for being unable to really competently articulate myself.

Quote:
Originally Posted by Lena_P View Post
...but I'd also love to see a game where the P.O.V. character isn't the emotional center of the story. It's a device that's been used for great effect in movies, plays, books and the like, but I haven't seen it used that often in video games and I think it could be interesting.
I think the reason for that is pretty simple: the medium of video games are inherently interactive, and it's easier for the player to attach themselves to the character that is essentially "them". Because you share and aid in their trials throughout, you are generally inclined to bond with them.
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