Quote:
Originally Posted by gamingafter40
I for one would like to see more personality -- I never felt like I knew who Sir/King Graham really was as a person. Who is this man who apologizes for disturbing insects, yet pushes old women into ovens without thinking twice about it? Is he a wise and effective ruler, or in over his head?
|
Funny, the Graham I played with always had lots of personality. The insect-witch thing is simple good vs. evil, fairy-tale style. What further explanation is needed?
Quote:
Originally Posted by gamingafter40
I'd like to see a few conversation puzzles, along with traditional give-the-right-thing-to-the-right-character KQ interactions. There are always colorful characters in the KQ universe, and monologues don't tell us very much about them.
|
The last thing Telltale needs is encouragement to keep pretending that dialogs are puzzles or an adequate substitute for meaningful gameplay.
Quote:
Originally Posted by gamingafter40
I'm also happy to let navigation challenges fade away -- spending twenty minutes gingerly edging around the poisonous thorns in KQ II (because I didn't find the better alternate solution, I know!) was not an experience I'm anxious to repeat. If we must have physical movement puzzles, let them be like climbing the aerie cliff in KQ VI, where it's more a matter of timing and planning a route than pixel-level maneuvering.
|
I suspect this won't come into play because hot spots are not exact enough in 3D. But I hope there is
some kind of pseudo-ambulatory challenges in the game -- that's exactly the kind of gameplay variety that distinguishes the Sierra-style.
The worst possible answer to the question "What should be changed for the new KQ" is "strip it of everything that isn't standard in today's generic adventures". Do you really not have enough of those to play?