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About Mobius187

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  1. Well, while it's not a firm date yet, at least the good news is that Cartoon Quest has been expanded from an "animated short" into a full-fledged series, which will be shown on Amazon. As for when it will be available, here's all I know: It’s been a journey, but the writers’ room is staffed (that’s another post), and we’re counting down the days till the Costume Quest premiere in 2018. For the full article, check-out the post on Frederator's blog: http://frederator-studios.frederator.com/post/157191928552/well-the-bags-out-of-the-catwell-be-producing
  2. Finally, an update, but it looks like the cartoon won't arrive until 2018: http://www.businesswire.com/news/home/20170213005593/en/Amazon-Studios-Greenlights-Original-Kids-Series-Pete Or here's a relevant excerpt: Based on the smash video game series by Double Fine Productions (Psychonauts, Broken Age) and the world originally created by Tasha Sounart, Costume Quest is a funny and mysterious animated series aimed at six to 11-year-olds. The show stars four kids facing off against the dark forces lurking in the shadows of their sleepy town of Auburn Pines. To overcome obstacles and achieve their goals, they must learn to unlock and master the magical powers of supernormal costumes—with each costume comes a new set of transformations and powers. The series is executive produced by Will McRobb (The Adventures of Pete & Pete) who also serves as story editor, as well as Frederator Studios’ Fred Seibert (The Fairly OddParents), Kevin Kolde (Adventure Time) and Eric Homan(Adventure Time). Costume Quest is produced at Frederator Studios, a WOW! Unlimited Media company.
  3. I naturally assumed it was still moving forward, but I was really hoping for a target date when we might expect the show to be available. Obviously Halloween has just passed and I assumed October would have been the perfect month for it to make an appearance. Ah well. Also I'm curious whether there is any chance the 11-minute episode might become a full series. I suppose that depends on interest from viewers, and that interest would depend on the plot and characters. The obvious appeal for me when it came to Costume Quest was that the first game perfectly captured the nostalgia of Halloween, so I would want the same to be true of the series... and yet how do you make every episode Halloween? I suppose if they incorporated the time travel aspect from Costume Quest 2, they could turn any day into Halloween by travelling through time to October 31st of any year, past or future.
  4. It was announced a while back (Feb 6 2015) that Frederator was creating a 11-minute cartoon based on Costume Quest. What has be excited is that Zac Gorman (Over the Garden Wall) is writing the script while Pat McHale (Adventure Time, Over the Garden Wall) will be directing. I enjoy Over the Garden Wall as my favorite Halloween animated series, just as much as I enjoy Costume Quest as my favorite Halloween game. Plus, who doesn't love Adventure Time? The last news posted on Frederator's Facebook page (7 months ago) stated that they had finished calling retakes. There's even a short clip, which has the early glimmers of "interesting" to it. So my question is, when will we be shown the cartoon? And what, if anything, would be needed to convince Frederator to turn this animated short into a full series?
  5. New forum. Time to re-post my request for a Costume Quest 2 DLC (again).
  6. So when is Double Fine going to announce a DLC for Costume Quest 2? It would be great to have something before October 31st, 2016...
  7. Well if this is the thread where we say how much we loved Costume Quest, then I have to add my approval as well. As far as I'm concerned the original game is in my top 10 games, just because I loved how expertly it crafted a strong sense of nostalgia for me when it came to Halloween (i.e. my favorite holiday). Costume Quest 2, while not as nostalgic (I never traveled through time as a child... or not that I recall at least) had a great plot, better use for Creepy Treat cards (replacing the stickers with the under-utilized cards, plus using cool downs for the cards were both solid improvements) and was another fun romp around the CQ world which was a joy. I would love to see more Costume Quest. In fact, every few weeks I search for any news to that effect. Double Fine should just check interest by creating a Kickstarter for CQ3, or the CQ2 DLC. I would back it.
  8. I would love to see more Costume Quest (either CQ2 DLC or CQ3... or both). In fact, if Double Fine created a project to fund it on Kickstarter I would certainly pledge. I heard about the cartoon and I was even more interested when I heard the cartoon was connected to Zac Gorman (I loved the animated miniseries, "Over the Garden Wall").
  9. Yes, Double Fine did an excellent job with the plot. I would say it's easily as good as the original, IMHO, if not better. Again, my primary gripe was against the chosen locales, which took away from the overall sense of nostalgia. I think it would have been just as interesting if the time travel elements had been to, say, 1920's Auburn Heights. While the future is the future... not sure what could have been done there, given the plot (with regards to trick-or-treating nostalgia).
  10. Now that you mention it, I vaguely recall working this out on my own. However, once I realized the icons adjacent to each monster name indicated their "type" (i.e. Tech, Monster, Magic), and so did each player character, I stopped noticing the colour of the damage text as I no longer relied on it to inform me of that combat detail.
  11. This actually turned out to be a non-issue for me, but that was primarily due to the fact that I did not utilize counter-attacks all that often. I was also worse at timing counter-attacks than normal attacks using the overlapping ring mechanic. I liked the layout in the book, if only because it had the feel of a card collection. While there are a lot of Creepy Treat cards, I could see a system where you rotate the cards from back to front, bringing a new card to the front (and increasing its size) while the others are semi-minimized or hidden as the whole wheel is rotated. Well the fountains, while entertaining to watch heal your party, were no as funny, IMHO, as the pay phone from CQ1 and the many different reasons you call the police. Agreed. Auburn Pines was definitely a suburb, and then the game progressed to a rural area with the farm/carnival area, which I also enjoyed. I thin CQ1 hits all the most memorable Halloween locations, at least for me. The key issue I had with the mole and snail were that they were treated as minions. As such, their battles couldn't be easier with the help of the reverse damage and/or stun Creepy Treat cards. If they were treated as a mini-boss, and those cards had no effect on them, then that would have been more challenging. I thought I had found every costume in CQ2. I don't recall any blank pages... I do recall the Candy Corn challenge, which I did not take up. I was thinking that maybe, rather than for every battle, there could have been a lesser challenge to use Candy Corn in a short series of battles to unlock a reward. Overall I really can't complain, these are minor issues for me and hardly kept me from playing. Of all the "issues" the only one that I really cared about was the nostalgia factor. I'm hoping that if they come out with DLC that it will focus on Auburn Pines and trick-or-treating. Obviously it can't involve the Repugnians, as they're on good terms with humans. Maybe time for a fresh face?
  12. I finished Costume Quest 2 (CQ2) about ~2 weeks ago. I played the original Costume Quest (CQ1) last year, so it's still fresh in my memory. First off, I wanted to say I enjoyed playing CQ2. The plot was entertaining and, on its own, satisfying. However, and I'm not even sure if this is possible, CQ2 did not recapture the sense of nostalgia that I had experienced while playing the original CQ. I believe that was due to the nature of the plot (which again, was great on its own merits). Where CQ1 dealt with trick-or-treating in places I would have visited myself back when I was a kid during Halloween, the locales in CQ2 were not as familiar. That, and the trick-or-treat mechanic (i.e. knocking on doors) had taken a back seat. The new costumes all solid ideas, and I especially liked the super hero. The Cerberus-like hound was also entertaining by virtue of the idea (hot dog costume). I did not care so much for the support costumes, like the Pharaoh (and by mid-game, the Clown) primarily because the game was easier. Unlike CQ1 which had some very hard battles that forced mid-battle heals and resurrections, CQ2 was not that hard, so I found myself not reliant on costumes that dealt solely in support roles. I'm not saying I wanted harder battles, per say, but rather I wish no costume served solely in a support role. Rather, it would be great if every costume had a support power in addition to their main attack powers. Just a thought. I liked the weak/strong element added to battles, as it did add more of a tactical element to choose your costumes (not much though) or your targets in a battle. The replacement of the Battle Stamps with Creepy Treat cards was a great idea. The cool down also eliminated another concern I had with the old battle stamps, which was once you found the "perfect" combo you hardly ever changed the stamps you used in CQ1. In CQ2 the cool downs forced you to switch which cards you used, and thus allowed for interesting combos. Great work. In the end I only had 3 minor complaints. The first complaint about the cards was that I, personally, preferred the original artwork style (CQ1 over CQ2). The CQ Creepy Treat card artwork had a "Garbage Pail Kids" style to it, which I found interesting because it reminded me of when I was a kid and collected GPK cards. Was the new artwork bad? No, it was nice. Just not as good (IMHO) as the original artwork. My second minor complaint was that the effects triggered by some Creepy Treat cards did not thematically match the candy represented on the cards. Obviously it's hard to match effects with candy... and I prefer mechanics over trying to arbitrarily base them on what candy is available. Still, there were a few cases where a more obvious candy could have been chosen. That being said, the awesomeness of the new card mechanic overshadows these minor issues. So overall, again, great job on this aspect of the game. The last complaint is the way the cards were distributed. I mean, it's fine to have them sold and found in battles/chests... but I would have liked something more like the CCG package element. I remember when I played Xenosaga, they had a mini-game called... well... Xenocards. You used credits to buy packs of cards and in-game you opened them, to the sound of tearing foil packaging. It was, well, satisfying. Then you examined your cards and searched for new ones. As you accessed new areas of Xenosaga, new card packs were made available to refresh the Xenocard game. While the purpose of the Creepy Treat cards is different than that of the Xenocards, maybe the ideas could have overlapped more, buying packs of Creepy Treat cards in exchange for candy... and maybe instead of cool downs the cards could be destroyed on use. Even though I liked the cool down mechanic... With regards to combat, I've read reviews and I tend to agree. The timing mechanics from the first game required more skill than the new timed mouse click. Personally I found it harder to time the mouse-click to match the ring. To be honest though, each mechanic had its own pros and cons, so I'm fine with the new method as it eliminated key hunting (which had me look away from the monitor). The puzzles/secrets and side quests were fine, although like the original CQ, on the thin side. Finding a specific Creepy Treat card, hide-n-seek, or figuring out how to reach a secret location are fine, but it would have been nice to have a few more challenges. The bobbing for apples/eyeballs from CQ1 is gone, and to be honest, I didn't miss it. Then again I stress out super-easy and I'm terrible at twitch/fast-action mini-games. If I were asked what improvements I would make to CQ2 my suggestions would be: 1) Revisit Halloween nostalgia by allowing players to trick-or-treat in rural areas, as in CQ1 2) Increase the difficulty of battles... maybe include "mini-bosses" as random encounters for harder challenges (less grind for more risk) 3) In battles, switch from "click when the rings overlap" to "click when the marker is inside the target zone of the slide" (similar to CQ1) 4) More side quest ideas (i.e. challenges that required restrictions like no cards, specific costumes, or even requiring Candy Corn to be worn for a certain set of battles...) 5) Bring back favorite costumes from CQ1 (mine were: giant robot, vampire, ghost pirate) 6) While battle stamps are gone, the idea of an equippable "item" is still good. Maybe allow each character to equip one traditional Halloween costume prop that grants them a unique power (i.e. plastic fangs = HP drain attack). Maybe restrict certain props to certain costume types, based on their primary (ATK, DEF/SUP). 7) Point #1... so much. I really loved the sense of nostalgia in CQ1. Just a thought. I wouldn't mind hearing what others thought about the game.
  13. I thought there may have been a set amount. Of course the DLC wasn't all that long, so I don't think the candy limit impacted me. However, my opinion is that we should go with the original CQ, in terms of providing set large quantities of candy for winning battles or opening "chests" (coffins), but also allow players a means to farm smaller amounts of candy from other scattered sources for as long as they choose. In that way you keep both the casual and hardcore players happy.
  14. Exactly. Once DF confirms the inclusion of the ICF (International Candy Fund) to help support and manage global candy finances in their game then CQ2 will be on its way to success. On the topic of candy (obviously), maybe CQ2 should have more than one type. In the original CQ all candy was collected in the candy bag. While I'm fine with 90% of all collected candy falling into this category, wouldn't it be interesting if you could collect uncommon candies that granted one-shot boosts during battle when consumed? It could be similar to the "use item" mechanic found in most JRPGs. Of course these special candies would have to have their own niche effects, so they did not mimic the new Creepy Treats "battle cards" too closely. Based on the original battle stamp effects, I would suggest healing and speed-up. Similar to an earlier suggestion I made wherein players could consume candy to give them a "sugar rush" (speed up/haste effect).
  15. I cannot recall for the DLC, but the original CQ had unlimited candy as you could harvest mailboxes, trash cans, ATMs (to name a few), for extra candy. You are probably thinking about pumpkins or balloons which were one-time candy sources. It was slow progress, but it allowed players to purchase Battle Stamps without fear of running out of candy, even if you had to work for regain spent candy. I'm hoping CQ2 also has unlimited candy, since I feel its perfectly fine to let players win the game just getting candy from "trick or treat" battles or from farming random containers that refresh over time. Yes, if the candy is set to a limited amount, sources of candy loss would need to be equally balanced. However, I'm hopeful that will not be the case.
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