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Glare Seethe

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About Glare Seethe

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  1. It's interesting, you mentioned earlier in the thread that some ostensibly big plot points were essentially handwaved away, and I had the same thought after I finished my playthrough yesterday. There are some questions, like the nature of the 'impurities', that don't really receive any satisfying answers from a plot perspective. Another of them was the one above - why are only girls taken? I didn't get why this wasn't addressed in the game, and felt the lack of answer failed to support the gender themes that act 1 brought up. Now, though, seeing that line from M'ggie again, it's pretty clear. That line is the game screaming at you "THIS DOESN'T MAKE SENSE!!" There literally isn't any good or satisfying explanation. In this case, the plot point is left unexplained in order to drive home the, well, point, that the game is making about gender roles. I originally thought act 2 felt weaker story-wise and in terms of supporting the game's themes but now I'm thinking further reflection might well prove that wrong.
  2. Here's another hint: the melody Alex plays is a navigation sequence that he used in his ship. On Shay's ship music is no longer used, however...
  3. Hint on an in-game hint: if you have subtitles off, try turning them on and ask Alex to play the melody again.
  4. This is the most important point regarding this debate. There is no hard definition of 'old-school adventure game'. As it turns out, to many people the term implies a certain puzzle difficulty. To others, perhaps including Tim, it doesn't. That's it. Difficulty was not a selling point for the Kickstarter as far as I can recall, and while the disappointment is understandable (I personally also wish Act 1 had been harder), we alone are responsible for our expectations. When Double Fine said they wanted to make an old-school adventure game it conjured up those expectations in our minds - but those naturally differ per person. Double Fine's understanding of the term didn't align 100% with that of every single backer, and that sucks for those backers, but the anger and/or feeling of betrayal expressed by some is misplaced. A similar thing happened with inXile when they announced Torment would have turn-based combat and not real-time with pause. Some backers assumed that a spiritual sequel to Planescape Torment would necessarily have the same combat system. It turned out the developers disagreed - what was important to them in capturing the spirit of that game was something else. And that's fine.
  5. Superficial story? The whole twist on the "damsell in distress" is one of the greatest strokes of genius in history of gaming. You spend all ACT I trying to get a pirate... for nothing, because the head pirates run away just after you solve all their requests. And you spend the rest of the game trying to save Elaine... for nothing, because she's not a clichèd princess in distress. And the characters are all charming, appropriate and well-defined. Some better than others, obviously. I think it's just you who looked at SoMI superficially, no offense. I definitely agree that the twist with Elaine at the end is one of the things the narrative has going for it - her entire character might be the strongest point of the writing if you look deeper, beyond the jokes and all. On the whole, though, I do think SoMI has a fairly simplistic plot which doesn't have much depth to it. Plot-wise it's a fun adventure (with great dialogue and characters for sure) but not that much more. (Though I'm very much open to be convinced otherwise, and don't think that's necessarily a bad thing at all. Also the game is amazing, for the record!)
  6. I strongly disagree with this. Monkey Island is a pure, straight comedy with a superficial story and overall kind of simplistic writing and characters. I would say Broken Age is by far the more mature of the two as it has much stronger narrative themes, and the actual plot has a gravity to it that Monkey Island doesn't (neither does Day of the Tentacle, for that matter - another straight comedy). It shares this quality with all the other games Tim's personally led (so starting from Full Throttle) except Brutal Legend. There are deeper layers to Broken Age that I don't recall those other games having, most notably the way it subverts gender stereotypes in both the real world and in gaming culture specifically. I would say Broken Age is certainly on par with Tim's other games with regards to 'maturity'. At the very least, on a superficial plot-level (which by no means defines the maturity of a game), I think the implications derived from the ending of Act 1 don't make this a child-friendly game at all. I don't think a game needs to be edgy to be mature. In fact I'd say many games try to pass off 'edgy' as 'mature', failing to understand that relying on edginess to sell maturity is in fact the opposite of being mature. (As a sidenote, I am really starting to dislike the word 'mature' in the context of games.)
  7. Something similar happened to me on another forum, except it was about figuring out "what's really going on". I wasn't trying to connect the stories until then, having played about half of it at that point, but that set me on the path and the thought came to me almost immediately. I was kind of disappointed but since I wasn't 100% sure about the details (the Alex character threw me off a bit towards some other theories) it wasn't too bad, and the switch at the very end still caught me totally by surprise. Still, I would've definitely preferred to not have had that happen, so I'll be refraining from even carefully skimming any threads anywhere once act 2 is out.
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