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Howitzer

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Everything posted by Howitzer

  1. Actually, the way I solved it was by turning the subtitles on (I was trying EVERYTHING at this point), and seeing "middle note, high note, high note, low note, middle note" a light bulb turned on at that point.
  2. ...and not 5 minutes after posting this, I figured it out. >_>
  3. I've been banging my head against this puzzle for hours now, and I'm no closer then when I started: I've finished Shay's path, and he's waiting for Alex to take off. In Vella's path I created the bomb and threw it down the trash, and now I'm on her last puzzle. Obviously, I have to change the pattern in the cloth that the weaver creates to match the notes on the musical staff on the wall in Alex's ship. However, I have no way to remove stitches. I can add stitches easily enough using the hook, but the pattern that the star chart creates has two filled spaces that need to be blanked. All I can figure is that either I need to altar the star chart somehow so that they never get put on the cloth in the first place, or I need some other tool that will remove the unwanted stitches. I've been wandering all over the ship though, and I can't find anything else left to do. Vella's current inventory is the activator for Alex's Death Ray, the talking knife, the hook, and the Red Hanger star chart.
  4. Well, I just finished Act I in 4 hours (2 hours yesterday, 2 more tonight), and words cannot describe how overjoyed I was to be playing a brand new bona fide LucasArts-style adventure game. This is one of the most gorgeous games I've ever played, the voice acting is great, and the music is fantastic, but the story is what sucked me in. I'm disappointed that I now have to wait several months to find out how it all ends!
  5. I definitely agree with Anywhere Else, that gets my vote. Ooh, Anywhere Else. I like that one. I heartily endorse this product and/or service.
  6. Or you could do like Guybrush and just stuff your giant Q-Tips down your pants.
  7. I thought I would give this a bump. A few technical updates have been made on the kickstarter page that go into some detail as to how it will work, including a gameplay mock-up. It really looks like they've thought through any possible issues, so if you were on the fence, I'd highly recommend checking it out. 1 week to go, and they're only at 75%
  8. Even if you don't contribute, it's worth checking this out to see the pitch video: http://www.kickstarter.com/projects/260688528/clang The short of it is that Neal Stephenson (the author) wants to put together a game focusing on realistic, period accurate sword fighting. They're going to start with a one-on-one fighting game, but the idea is to design the fighting system so that other developers can plug it into their own games as well.
  9. OK, I just finished session II. Not much to say other then just repeating what others in the thread have already mentioned. I was highly intrigued by the game after playing session I, and despite the annoyance of how walking around is handled, it seemed like a nifty change of pace. There was only one spot in the first session that tripped me up. When you fight the statue on the way out after awakening that black demon thing, I happened to walk back in after the fight, rather then towards the exit. Upon correcting this and heading back out again, the statue came to life *again*, and I had to go though the fight once more. This put me in the state of mind that simply defeating the statue in battle wasn't enough, and I had to do something else with the demon to keep it from possessing the statue in the first place. I then headed back in and proceeded to wander around the ruins for a good 15 or 20 minutes trying to figure out what I was missing. After coming up empty, I decided to try heading out again (causing the statue to come to life for a third time), and this time after the fight I indeed was able to just walk out. So that kind of put a damper on things, but hey, that one was kind of my own fault. So the next day I start up session II, and here's where all the complaints that other people have been making rear their heads. After awakening the first sprite, it took me a couple days (playing the game for maybe an hour each day) before I figured out how to awaken the next two, which I ended up stumbling into the solutions for without really knowing what I was doing. Then came the key part, which almost went too far in the other direction, being laughably easy to find the key and get back to the real world. Then the next two sprites. I got the rainbow one fairly quickly, but got nowhere trying to figure out how to awaken the forest one. The hint seemed to indicate the method for scrolling the screen around, so I figured that there might be items all over the place to interact with, but I couldn't find anything. I finally gave up after 3 or 4 days of this and just checked gamefaqs. The trees were the answer. Really. A background element that had absolutely no indication up to that point that it was anything but just scenery. So I was pretty pissed off at this point, but hey, at least I got all the sprites now, and the book says to go to the meadow where the sheep were, so off I go. The small puzzle with the sun and the cliff sides stumped me for a bit but wasn't too hard to solve (one of the better puzzles so far, actually, IMO), and then came the fight with that golden triangle. My GOD, the fight with the triangle. I completely agree with Krzysztof a couple posts up from here. Training you all the way up to this point as to what the sword and shield buttons do, and then suddenly changing all the rules for them? Not cool, superbrothers. Not cool at all. I did finally figure out how to finish the fight (after dying about 4 times), but the whole thing just left a bad taste in my mouth. I'm not even sure I want to continue on with session III at this point. I may just stop here, and fire up some of the other games in that humble bundle, none of which I've played before. As someone else in the thread said, I've never had a game that so quickly went from looking pretty cool to looking like a complete waste of time. At least the bundle came with the soundtrack, too.
  10. Let's see... Off the top of my head, graphical adventure games I've finished include: MI1, MI2, MI3, MI4, Full Throttle, Grim Fandango, The Dig, Loom, KQ1, KQ2, The Longest Journey, Dreamfall, Syberia, Syberia 2, Sam & Max Season 1, 2, and 3, Tales of MI, Strong Bad's Cool Game for Attractive People, Back to the Future, several of the Frogwares Sherlock Holmes ones. Plus a bunch of text adventures (both older Infocom ones and newer fan made ones like Anchorhead and Photopia) Ones that I've started and have yet to finish: Gabriel Knight, The Last Express Plus I'm probably forgetting a few
  11. So, are we going to be finishing up the Full Throttle stream today?
  12. I always liked looking for the Max Easter Egg that's in 90% of their old games. You can even find Max wandering around one of the levels in Dark Forces II: Jedi Knight
  13. Well, back when I played it for the first time, I assumed that the secret was that there was a giant underground labyrinth under the island that led to a ghost pirate lair. I never had any reason to believe otherwise until I played the later games in the series.
  14. The main thing I've been doing recently is the Napolonic Wars DLC for Mount & Blade: Warband. Now that I think about it, it might be fun to try to get a big 200 player battle going amongst the backers here. There's something oddly satisfying about being forced to fight with a wildly inaccurate weapon that can only be fired 4 times a minute.
  15. As a $30 backer, I'm perfectly fine with waiting until the whole thing is done before I get my 1080p version of the documentary. One minor question/suggestion I have about it though, is would it be possible to release the final video to us as a ready-to-burn blu-ray ISO image? I'd really like to be able to take my HD download, put it on a disc, and watch it on the TV as opposed to the computer.
  16. There's also a clue when you initially grab the ramp to hook the ramp up to your bike. Watch for some movement when you push it into position to hook it up.
  17. Agreed. It's basically arranged like this: Fertilizer in the eye gets you the chainsaw. The chainsaw gets you the board and the length of chain. The board gets you the cavefish goggles. The length of chain gets you the rocket booster. And you need the goggles to enter the cavefish hideout in order to get the ramp, which you then combine with the rocket booster to jump the gorge and move on to the next section of the game. So there actually *is* a puzzle there with building up your arsenal to eventually get the items you need, but I totally agree with you that the lack of feedback about what weapon does what totally kills it. You're just driving around the mine road trying random weapons on random enemies, and the game does not give you a single hint as to what weapon you're supposed to use to move forward. Just having Ben make some sort of comment like that when you use the wrong weapon would have made that section 100% better.
  18. The way I see it, Tim Schafer and the rest of the crew at Double Fine is the king, and us backers are the king's counsel. The king should listen to the counsel and weigh their input, but the final decision is the king's alone to make. That said, I really like this art style, at least for the background. The lumberjack hipster character is a bit creepy looking though. Its eyes look into my soul, or something.
  19. I picked up The Last Express from gog.com several months ago. I keep meaning to start playing it, but every time I try, I get hopelessly lost within 30 or 45 minutes. The main problem is that I'm not quite sure what I'm supposed to be doing on the train, and the guy that's supposed to tell you ends up dead before you even meet him. I think it's a game that I'd much rather watch someone else play then try to figure out myself. (As the forum doesn't have a spoiler tag, I just colored the text white in the above paragraph. Hilight to read.)
  20. It's really hard for me to pick between MI1, MI2, and CMI. They're all excellent in slightly different ways. I ended up going with MI2 because it's got the best version of the MI theme to start the game off. :-D I don't get the Tales hate. Admittedly it's not as good as the first three, but it was still pretty good, and captured the flavor of the first game very well, IMO. I totally get the EMI hate, on the other hand. The Monkey Kombat section at the end was horrid, the 3D graphics of the time just weren't up to the task (they worked in Grim Fandango because all the characters were based on Mexican paper mâché, hence they didn't need to look realistic. Trying to animate actual people on hardware of the time, not so much), and the setting just didn't feel vey piratey. Granted, a lot of the setting problem had to do with the story demanding it, but still. Personally, I didn't hate the game, but I didn't particularly like it, either. So, my ranking is: MI2, MI1, CMI -> Tales -> -> -> EMI
  21. I've been a fan of adventure gaming since I played King's Quest on the PCjr in junior high school. I quickly moved to the LucasArts games from that point, mostly because of the damn rock 2 screens left from Castle Daventry that would crush you if you happened to be standing on the south side of it while typing "PUSH ROCK" Secret of Monkey Island was the first game that literally had me laughing out loud while playing it, and from there I moved onto MI2, The Dig, Full Throttle, MI3, and Grim Fandango. (Incidently, I remember a lot of complaints on forums at the time about Grim Fandango's control scheme. It was certainly different, but it also made perfect sense once you realized that the game was intended to be played one-handed using the numpad on the keyboard, without the mouse at all) But after that spectacular finale, the games just dried up. MI4 came out, which I played and liked, but nowhere near as much as the first three, The Longest Journey tried to revive the genre, but didn't succeed despite the depth of the story, and the whole adventure game genre got folded into action-adventure, leaving nothing left for the purists. I was stoked a couple years ago when Telltale started successfully bringing pure adventure back, and now that Tim and Ron are heading back to the genre they helped define, I was more then happy to send thirty bucks their way.
  22. Of the list, I've played 999, Ghost Trick, Longest Journey & Dreamfall, the two Syberia games, and most of the Telltale ones on the list. I immediately dismissed 999, Ghost Trick, and Puzzle Agent as not really being adventure games. Although I liked them all, 999 was a visual novel, and the other two were puzzle games. It was really hard to choose from the rest, as a lot of them were good in different ways, but I eventually settled on voting for The Longest Journey, mainly for the storyline. It was also the first true adventure game I played after the drought that followed Grim Fandango, so that probably has something to do with it as well. Favorite moment: stealing the detective's optical implant in order to bypass the biometrics and break into the police computer systems. That poor, poor officer.
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