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Junior Member
Join Date: Jul 2010
Posts: 2
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On the whole, I gotta say I greatly enjoyed this game. The atmosphere was dark, twisted, and deliciously fun. Had to play the whole thing in one sitting because I couldn't walk away without knowing what the heck was going on. The gnomes were always consistently disturbing and unsettling. And that music, man, it just was the icing on the cake. I was constantly on edge and looking over my own shoulder, ha. The voice acting was superb, as is now standard for Telltale. Nelson's VA was, in particular, a great casting choice. He properly conveyed the character, and worked perfectly with the tone of the whole game. Additionally, I loved his little quirk of taking notes with his tape recorder. The dialogue written for those moments was especially laugh-out-loud worthy at times.
The cinematic approach here was fantastic. I'm a storyboard artist, so I really appreciated the amazing angles and shot choices made in this game: everything was done to keep that feeling of unease, and it was really great. The slow, calculated pace added to that too. It seemed like everyone in the town was suspicious. Speaking of everyone in town: what great characters. All the oddly captivating freaks and weirdos of Scoggins were just great and unique in their own right.
So those are the quite fantastic pros. The cons, however, would be the actual puzzles. Too many, in my opinion, were repeated, and seemed obviously designed with a touch interface (ie. the iPad) in mind. Things like the tile rotation, or fitting objects together, felt a little lame and contrived to me: in my opinion Telltale could be creating much stronger puzzles. Other puzzles, like riddles, felt like they shouldn't have been counted as puzzles on their own but maybe grouped together in a bunch, such as maybe having one character who is specifically 'riddle-obsessed' hit you with a bunch of riddles in a row. Having just one puzzle by itself count as a riddle felt like a bit of a cop-out, and resulted in an inconsistent level of difficulty, which I'll go into further below:
[in this next section I'll be discussing specific puzzles from the game, so if you're Spoiler-phobic, please avoid]
Puzzles that I thought were weak were:
-The 'fitting pieces together' puzzles, particularly the chair stacking and the furnace fitting. These became a little too esoteric and became little more than guessing games for me: it didn't always make sense why certain pieces fit together and others didn't. And with the furnace, there were so many pieces that I found myself becoming aggravated when I couldn't pick the piece I wanted to because the larger mass was in the way. If the mass could itself be affixed to the background/slot I think it would help a lot.
-The snowmobile deflection puzzles. The first one was fun, but by the third one it just felt tired. Even if something as simple as introducing a new element was added it would be a good addition and make it feel like I was doing something different, rather than just another iteration of the same puzzle.
-The eraser-support-slicing puzzle. This one, I'm sorry, was just lame and felt rushed to me. It was nothing more than the classic 'trace a line back to its origin point' as seen in every activity book ever. I would've been fine with it towards the beginning of the game, but when you're getting towards the climax, it felt far too easy (especially when put immediately before the furnace puzzle)
-The tile puzzles (tapeworm, furnace pipe, snowmobile engine, path through the ice, etc) Again, one or even two of these would've been fine, but by the end of the game it started to get tiresome. Also, the ambiguity of the rules for some (such as the furnace pipe not being able to have any open edges while the ice flows could have 'dead ends', etc.) made them frustrating.
-The confused sock picker riddle: This one was just a simple math riddle and, well, felt too easy. Particularly when it was right after the awesome birds on a line puzzle.
Puzzles that I really enjoyed
-The birds on a line puzzle: Any puzzle that makes me get out my pad of paper to start solving it are, in my opinion, the best kind. This one was very challenging and felt really satisfying when I finally beat it. Having to work out the spatial relationships and try and wrap your head around the whole mental image was a great cerebral workout.
-The key in the fish puzzle: This was a great example of a simple logic and reasoning puzzle. Wasn't overly complicated but, again, once you wrapped your head around the whole thing it made you feel like a genius, ha.
-The 'who eats what' puzzle: Again, great logic and reasoning puzzle. Only thing that would've improved this one would be being able to see the rules at the same time as the diners, like in the key-in-the-fish puzzle.
-The hydraulic lift puzzle: Maybe not as devious or complicated as I would hope for a final puzzle, but it was a good one nonetheless. It was nice because it was just different and required thinking about a lot of moving pieces at once.
-The room number puzzle: this one was really simple, but it was memorable and made a great puzzle for the start of the game.
[Okay, spoilers are over!]
So, overall, I really enjoyed the game, and it made for a great playthrough even if the puzzles weren't exactly challenging at all times. I loved Graham's art direction and the overall 'feel' of the world enough that it kept me playing despite occasionally hum-drum gameplay. Definitely felt worth my ten bucks and, with that ending, I really hope this gets picked up for a full season!
Thanks for the fun time, Telltale!
Last edited by stirpicus; 07/03/2010 at 07:54 pm.
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