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About TheDrisk

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    Total Action Forum Master


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    The Retro Drisk
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    Boring computer Database stuff
  • Biography
    I have been a long time video game player and still adore playing all the classics. I started (and will one day finish) a set of You Tube videos on the history of video games. I did it purely as I hadnt (at the time) seen at the time anyone try to do it in video form. Please feel to watch the vids and would love your views.
  1. Dear oh dear Act two for me was terrible... Constant backtracking (desperately needs a Monkey Island map to navigate to locals more quickly. No deepening or extension of the characters that made you care for them in any way (or any of the people)... Puzzles struck me as tired. They were tougher this time... but only in that sigh really way and not wow that was so clever way you always hope for in a good adventure game. I think the other factor was that almost everything was a retread in the locals and people you are interacting with so it all felt incredibly tiresome. It all adds up to an adventure game where in act two I was literally having no fun playing it. Still one thing I will say is the art work, voice acting was phenomenal throughout... If only the puzzles, story and character development was up to the same level as the beauty of the game. In summary as a work of art it is wonderful if shallow experience... as a fun adventure game particularly in act two I found it sorely lacking.
  2. It occurred to me that Day of the Tentacle SE is probably running in the reds engine, which leads to this port making a lot of sense. Hey, just to clear this up because I've seen this in a few threads: Day of the Tentacle will not be remade in the Reds engine. That would occasion a full re-implementation of the game (it's a SCUMM game and Reds is a Lua engine) and would not be the best approach here. We would look over all the assets for the game and try to come up with a tech solution that works best with what's there and what we'd like to see improved. Makes perfect sense... So Double Fine are doing a remastered Day of the Tentacle game? This is genuine news to me and so awesome. Especially with Double Fine doing it as you guys have a genuine love and care for the product as opposed to making a quick buck .. and so will properly remaster it.
  3. Yeah the docs are top notch... captures perfectly the drama of making games and getting to know the Double Fine people. It works as well... With Grim Fandango Remastered, I was going to wait until it hit a sale, as the original box sits on my shelf and I have it playable through an emulator.... but then I think of the documentary and all those Double Fine mouths to feed (in expensive San Francisco no less) and I bought it as soon as it came out.
  4. nice episode.... Just bought Grim Fandango Remastered today so I am happy now in the world of adventures for a bit. Watching the making of vids it looks like a perfect update... especially love that you have done recorded commentary of the game as well.
  5. Actually Drisk, you're the one who made the comment I found most offensive, claiming that just because I said something in an interview doesn't mean it's what I felt in my heart. I take that to mean you're calling me a liar, which I'd say is a personal attack on my character. Everyone I work with here at Double Fine speaks from their heart more than most anyone I've ever met. We care about the work we do deeply and put a huge amount of effort into everything we do. You can see how it would be discouraging to have that questioned. Sorry Greg that wasn't my intention. I wasn't saying that you personally was lying, but in general terms that you cant always take everything said as complete verbatim evidence that it is truth.. peoples viewpoints and opinions change over time, that is all I meant. Anyway I apologise if I caused offence through my clumsy use of language.
  6. I am sorry but I am also getting sick of other forums members decrying any opinion that actually questions something in the game on this forum... I really don't like people devaluing genuine comments people have by saying .. oh they are just a small vocal minority, just haters... because firstly a large percentage of critic reviews and user reviews have raised those same concerns ..and what I see is people constructively debating and raising valid questions as any healthy discussion forum should be... Lets just recap the thread... CecilRousso - raised a question of why did Greg mention about simplicity, when the whole episode was how satisfied they were with the more complex puzzles. ThenTaumel, simply asked the question does Greg like adventure games? I think that is a perfectly valid question, he wasn't personally attacking Greg. He was simply saying is Greg interested in that style of game as he seemed to have a contradictory opinion to Tim and the others. Then derOesi asked does it matter if he didn't like them? After all would a manager of a Tampon factory need to like Tampons.. of which ?I pointed out that was a bad analogy as this isn't just a factory or just a device but a work of art, like a car and so I felt it would be very important. I also said that I didn't personally feel Greg disliked adventure games but believed that he may be pushing for simplicity because complexity equals more effort and Gregs role I believe is to ensure the project gets delivered and ultimately makes a profit. Suejaks comment was actually "With all due love/respect for Greg, due chiefly to his hill giant strength and beard-hair combo, he is quite obviously a Force Of Evil in this process, pushing the game toward simpler puzzles and noninteractive “art” over what Tim actually does well. The entire documentary can be viewed as this interesting push-and-pull between Tim’s genuine adventure roots and Greg’s dollar-sign hipster reformism. I mean this only 40% hyperbolically." That isn't an attack, that is at best a tongue and cheek response to what is probably a battle that has been battled since the dawn of time.. that is there is always has to be someone managing the purse strings against the artist trying to create his vision. Both are equally vital, both are essential to a project reaching a successful completion. Then I countered that I didnt feel Greg was the cause but again reiterated that it was probably the price to pay for the wonderful animation, art and voicing talent.. As complexity exponentially raise the costs of the game. To me all of that is HEALTHY debate... It's a discussion... I am sorry if Greg or others see that as a personal attack..but to me it isn't , just people debating, questioning. The worst thing that could happen is having a forum like Hitlers bunker, with everyone saying everything is marvellous and wonderful everything is, all the while with the walls crumbling around its ears.
  7. Hi everyone.. just came across this.. someone has posted ever episode of GamesMaster TV show to download.. how cool is that... So many memories... http://www.bookofthedead.ws/gamesmaster_forums/viewtopic.php?f=15&t=61 For those a little younger than me... then you might also like this link to every episode of Bad Influence! http://www.bad-influence.co.uk/ ... Great way to reminisce about the early 90's gaming and also wonder why video game shows don't seem to exist these days? Enjoy :-)
  8. As mentioned in my previous posts I didn't personally think that yourself Greg didn't like adventure games, but that I could understand why people were questioning on this post, when there has been a number instances, particularly at the end of this video where you seem to be pushing again for simplicity of the games puzzles, which seems counter to what most people seem to be saying. I agree that puzzle aha moments are what is one of the central pillars to making a great adventure game, but would say that personally the 'artificial blocker' goes hand in hand with that 'aha' moment, after all a puzzle with no challenge or where the answer is given automatically then that eureka moment is lost. I get what you mean that some new to adventure games or those out of touch with adventure games need that more gentle slope, I just wish a difficulty setting had been set to cater for those who like puzzles and the challenge, or have more experience with the adventure game. As to constructive criticisms, I think in the main on this forum a far majority have remained constructive, but have had very reasonable concerns about certain core elements of act one. As for it getting old, well I personally think discussing what makes a good game in a genre should never get old as one can learn and improve a game. As to getting old and belabouring the criticism, then yes I agree the same criticisms do keep repeating themselves, but that is in large part to Double Fine not truly addressing those criticisms and instead downplaying those concerns as 'a handful of haters'. The Metacritic score on 82 is a very good score I agree.. I myself gave it 90 out of 100 on my own review on there, because I do genuinely believe Double Fine created a brilliant game. But equally one should be mindful that of the 69 users who actually gave a text review to the game, 11 were negative and 22 of those reviews criticised the puzzles simplicity within that review (and all in the context of puzzles being too easy). So that is 48% felt that the games simplicity was a criticism worth mentioning. Don't get me wrong, Double Fine has created a beautiful game, and definitely one to be proud of, but one with flaws that I am hopeful to be addressed in act two.
  9. That was a very good list of critique on the game, and I totally agree with every point made, particuarly the look verb being missing, as that really took away the depth and back story that most adventure games offer.
  10. I agree there are different views of what makes an adventure game.. some focus on only story (walking dead) some on puzzles like old lucas arts adventures are on great dialogue and puzzles. However I do see how many would naturally assume when you see Tim and Ron on Kickstarter campaign, with Tims previous Lucas Arts games in the background, whilst saying about doing adventure game like you used to remember... that it is a natural leap by many to anticipate a game in the same mold and focus of those old Lucas Arts games. Did DF release a good game, then yes, flawed but good... Did they release a Lucas Art style adventure that we all remember? Then I would have to say no. Therefore I do understand why people aren`t happy as the promise and what was actually delivered don't match up.
  11. KestrelPi I have seen your many responses on this forum over the years, and many responses on these forums and many of them have been deriding others who have not been happy with act one and wish to give their legitimate opinion. I didn't mean to personally attack you as you call it but highlight to you that you need to at least accept and appreciate their are many legitimate views on the game... all are valid (including your own) and worthwhile and should be listened to. Actually I also get angry with Double Fine in the videos where they have openly attacked specific backers or lump backers together as simply haters... because what I see is a lot of people not hating but voicing their genuine frustration of what was promised (an adventure game like you remember to what was delivered, of being much more geared to the casual player.)... I personally would have a lot more respect for Double Fine if they had properly answered those complaints with a true response and answering of those questions, rather than the quite unprofessional, almost childish response they seem to have given in those previous videos. For myself I liked act one, it was beautiful, but flawed game, though being far too easy, for the reasons mentioned in my previous posts. I am however fully confident that Act two will rectify many of those concerns raised about difficulty, my only concern now is that act two will feel too different to the first part, paricuarly for those who liked the more casual level difficulty... so hopefully Double Fine will come up with varying levels of difficulty to satisfy the different tpe of players.
  12. Yes true that Gregs role is to question and ultimately reign in ideas to make sure the budgets balance and the game gets released... but people questioning if he loves the genre is perfectly valid. As someone in that position will naturally reign the ideas towards what they personally prefer or see as profitable.. rather than someone who adores, understand and loves the genre and knows what instictively what makes a great adventure game. Sure. It took me 5 minutes on Google to debunk this via an interview conducted around the time of the release of The Cave (in way before Remastered: And to finish off, what is your favourite game? Greg: Is it kissing ass if I say Grim Fandango? -- Besides, DF have bunch of producers, obviously they would have chosen one suited to the genre. People still are in their rights to doubt his interest KestrelPi, just because some says something in an interview doesn`t mean it is what they feel in their heart... As said above I don't personally agree that Greg doesn't like the genre, but I totally get why people question it, when there has been instances where Greg seems to push for simplicity... I think it is far more likely however, that Greg pushes for these things to limit timescales and costs... after all you could have the best adventure game in the world but if it took forever and broke the company, then it would be bad in the extreme. This is why personally I think the heavy emphasis on the art, animation and quality voice is far more a factor with act ones simplicity. KestrelPi, you really should look at what people are saying and listen, instead of sitting in your ivory fanboy tower and dissing any comment or viewpoint that doesn't fit with your own narrow fanboy viewpoint. I get that some love how act one and even the difficulty level was right for them, but many also didnt feel Act one could have been all it could have. I think it is right to discuss what went right, and what went wrong in a game, after all how else can one learn and grow.
  13. Yes true that Gregs role is to question and ultimately reign in ideas to make sure the budgets balance and the game gets released... but people questioning if he loves the genre is perfectly valid. As someone in that position will naturally reign the ideas towards what they personally prefer or see as profitable.. rather than someone who adores, understand and loves the genre and knows what instictively what makes a great adventure game. I dont think thouh that Greg was the main cause of the simplicity of act one... a bigger part i think is the constraints of the beautiful art and voice acting... the trouble is complexity usually means an exponential increase in responses and outcomes.. which in turn means animation and voice lines needed becoming massively more content to be created. As beautiful as Broken Age is, I do wonder whether the price to be paid for it was to streamline the clickable objects and items to be found in the game, and so make the game inherently easy through its streamlined, limited outcome, game it naturally became.
  14. and, would it matter? you don't have to love tampons to manage tampon factories. Well yeah I think it would, I think someone who has no interest in say a racing game, wouldn't do a good a job in producing one as someone who has spent years living and breathing a genre and understanding the genres nuances and what fans of that genre want from games of that type. Of course I do realise the counter is someone not into a genre may widen the audience by bringing new elements... but for me I cant think personally of an example where that has worked. Your Tampon analogy is a poor one, as that is for a device that is just utilized, therefor people just want it to work and be comfortable... it is not an object you desire, emote and love...such as a car... in a car company example, then yes I would want the person managing a new line in Ferraris, to actually like sport cars, and think a manager who is only interested in family cars would not help in making a great Ferrari, as his project decisions would be completely contradictory to what most people want and expect from a Ferrari. Having said all that I don't see Greg as someone who doesn't like adventure games, I hope the clip at the end was an out of context conversation, and maybe Greg even attempting dry humour. If not then that is a shame, as Broken Age isn't a kids game, with quite adult themes at its core..and if they want a kidgame kids could enjoy then they really should create Sesame Street the adventure game!! Overall, there is always a way to tailor difficulties in a game to allow for different types of players... that is a manual hint system. That way those who don't like to be stumped can click away to get the hints that Broken Age act 1 frustratingly automatically gave, and so others who like a puzzle can have more a challenge. Of course the lack of clickable parts of the screen and minimal objects were also a problem in act one... often I solved a puzzle not because I had worked it out, but because I had a single object and so gave it a try... This is a very unsatisfactory puzzle solve. Hopefully though, in act two there will be less of this.
  15. Great to have an update and to see how much focus you guys and gals are putting in to act 2... As to the game being released I personally would much prefer you take your time and get it right as opposed to have to cut things or risk quality... having said that I totally get from a business standpoint why getting it out this year is so beneficial. What is it Shigeru Miyamoto says? .. 'A delayed game is eventually good, but a rushed game is forever bad.' But overall I feel very encouraged, it sounds like the puzzle difficulty is going to be much better this time around (the only thing wrong with act 1 in my mind) and that makes me very happy :-) :-) Am a little worried about the scale issue though of the boy as it did look weird seeing him look so small in the girls world. Great news as well to hear about even more updates from Tim etc to come. Keep up the great work
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