Jump to content
Double Fine Action Forums

KuroShiro

DFA Backers
  • Content Count

    188
  • Joined

  • Last visited

Everything posted by KuroShiro

  1. Sort of. Most adventure games out of Europe are shovelware, and pretty awful. Daedalic has made one game (Chaos on Deponia) which I think measures up to the classics. Everything else they've done has been middling. This is very true. Wadjet Eye has done some great work recently, and I'd call them (well, the people making games published there) the inheritor of the Lucasarts tradition more than anyone.
  2. To be clear, wanting a verb coin (and by that I really mean more options in interactivity than strictly a Full Throttle or CoMI style verb-coin, but it was the first example that came to mind) wasn't really related to my finding movement annoying at times. That's just me wanting the game to be that much more like a classic adventure, and that much less like a game clearly designed for tablets.
  3. Since the response to the game on these forums and elsewhere seems to be overwhelmingly positive, I feel the need to temper that with some well-intentioned criticism. As this post is probably going to come across as pretty negative, I'll say in advance that I thought the game did many things right, mainly the 'arty' aspects. The background art and the animations were both beautiful and very well done. The soundtrack and voice acting were both excellent. The story reveal at the end leaves me looking forward to the conclusion. However, there are also things that I felt the game did wrong, and sadly a lot of those things are aspects of adventure games that I care about quite a bit. As background, I've been playing adventure games for over twenty years, have played basically every one of note, and think Grim Fandango is the pinnacle of the genre. i.e. I really, really like adventure games. My issues with BA revolve entirely around its game-play and design. Firstly, the interface itself is clunky and unpleasant to use, mainly due to the one-button only interaction system. Accessing the inventory and using items is clumsy, particularly if using a touchpad. There's really no reason for it to be like this, other than making concessions to design for tablets. Would it be that hard (on computers, at least) to switch right click to examine on inventory items, and make left click simply pick up, so there's no need for the drag-and-drop? Secondly, the one-button interface also makes movement a bit irritating, particularly in parts of the cloud colony area where clicking a hotspot by mistake means dropping through the clouds. Basically I wish there was a verb-coin, but I realize that probably won't happen because of tablets (grumblegrumble), so I hope DF can at least make a few concessions to usability on PC/mac. Secondly, and this is more of a personal critique leading into a general one, I don't really get the sense that this game was made for someone like me, a long-time lover of classic adventure games. This is a bit disappointing, given the initial pitch of the project was to create a classic point-n-click adventure game. By this I mean that the focus of the game does not appear to be on puzzles, or exploration, or even really gameplay as such, but on pure storytelling. I mean, the puzzles in this game are preposterously easy; I more often felt a feeling of shock at how simple it was to accomplish certain goals (like getting the cloud shoes, for example) than I did a feeling of accomplishment for solving a difficult puzzle. Basically, it felt more like The Walking Dead than Day of the Tentacle, and while that is not an *inherently* bad thing (well, it is to me, but I'm trying to be objective here), if the goal was to make a classic point-n-click adventure game, then it is a problem. I really hope that DF will make an effort in act 2 to make this more of a game than an interactive storybook, at least if that is their goal. To be fair, they will probably be more financially and critically successful following the course they are currently on, but that doesn't mean I have to like it. One thing that I do think is objectively an issue from any perspective though is that the game world, while very pleasant and atmospheric, feels empty compared to most games in the genre. I found myself constantly looking for more things to do, and surprised by how little content was contained on each screen. Something I feel is illustrative of this **warning, very minor spoilers ahead**, after Shay 'breaks' the missions and can eventually go back to the mission rooms, all my adventure-game instincts told me that there would be more puzzles to solve back in there, at least in the train room. But no, all you could do was grab a couple items and repeat the previous content. **no more spoilers** This made me feel like portions of gameplay were excised in favor of something else (possibly just getting the game out the door) which is always a sad feeling to have playing an adventure game. I strongly hope that DF will make an effort to add more depth to the game world in act II, hell, maybe even going back to act I and touching up the world a bit and making it more involved. I think Shay's section especially could use some more content. Anyway, this has gone on a bit so I will wrap it up. I hope I don't come across as horribly negative or embittered, and that DF can at least glean a few insights into aspects of their game that can be improved (this is technically a beta after all). Right now, BA strikes me as a Young-Adult Novel sort of adventure game. One that will probably be quite popular and enjoyed by many, but which will also leave many craving more depth and challenge. How it winds up moving forward remains to be seen.
  4. The only thing I would strictly disagree with you about is "A small studio with a talented artist and metiocre programmer could have pulled this whole thing off with a two-man team as an interactive visual novel in the Ren’Py engine." The amount of animation done for this game was extensive, and pretty high quality, and that costs a lot of money (sadly, seems to be where they spent most of their money). Thought the ending tied the characters together decently enough though. And though the challenge level is definitely at a 'children' level, I don't think the game is really aimed at children. Which is a problem.
  5. It's not *that* hard. Tons of amateur adventure game creators have done a fine job of creating challenging adventure game puzzles. It's not really an excuse for making every puzzle piss-easy. Of course it wasn't what made them great -- there were no easily available walkthroughs back in the day. You had to stop and think about it and have patience, and not just whip through the game in one sitting.
  6. Try going for a space walk. It's likely you have everything you need already and are just thinking about it in the wrong way.
  7. They didn't change, you just missed it the first time around And this game is really more of an interactive storybook than a proper adventure game, so I don't think it's a big deal to want to get through it smoothly.
  8. Took me just a bit over 3 hours to finish while doing every optional thing I could think of. It's a really, really short and easy game, at least for people who have played a lot of adventure games. Actually, I'd speculate that this game isn't really targeted at veteran adventure game players, but more at bringing more casual players into the genre. However, I'll agree with the sentiment that the ending was very well executed. A rare story twist that both surprised me and made perfect sense in retrospect.
  9. Go up the stairs to the right and talk to the guards there, exhausting all dialogue options, you'll get another item that you need.
  10. "Broken Age" sounds too much like "Dragon Age" which messes with my head, but I guess it's what DF is going with.
  11. It's not that they are strong or deep, it's that they are bland cliche words that make it sound like a piece of slash fiction.
  12. Protip: if your title contains the words "Fate" or "Destiny" it is not a good title. I could get behind Twice Upon a Time. Though I'm not sure how appropriate it would really be for this game.
  13. I've got to be honest -- I don't really care for any of the four choices. If I were to vote, I would vote for more time spent brainstorming.
  14. He flat out says that it isn't meant to be, later on in the video. Expounds on the topic a fair bit, actually.
  15. Great update, thanks for pumping these things out so quickly! I like the initial (admittedly vague) concept for the game. Looking forward to seeing it further fleshed out.
  16. Quite surprising (and satisfying) to wake up today and find this had been funded! Congratulations to Jane. I can see it ending up with 400-450k with a final push. Maybe a bit more.
  17. Uh, no thanks. A couple of good voice actors are not enough to convince me to back a game that A). Doesn't look interesting to me. B). Is pretty obviously going to be designed for touch devices first. and C). *Already has a publisher*.
  18. So... it's a bulky, ugly watch with 8 days of battery life... and it's gotten almost $7 million because it syncs with your iphone? Goddamn, I've got to get in on this racket.
  19. Voted for Charcoal Grey. And DF Greg is a glorious, t-shirt-wearing god!
  20. Really nice style on the background art. Looking forward to seeing the gradual iteration into a unique style.
  21. Not really, though that was one of the first games I ever played as well. The various 'Trail' (Amazon, Yukon, Oregon) games were great.
  22. I have to admit, I don't get why this is so insanely popular. A bulky, unattractive watch with a week of battery life gets millions of dollars because it syncs with your iphone? Weird. And the kicktraq website is good for seeing trends, but its predictions are pretty much worthless at this point. It just uses a naive algorithm based on the overall overages, which is not really how projects have trended up until now. I'd also like to draw attention to this recently started campaign Legends of Eisenwald. It's a HoMM/King's Bounty style strategy game set in a low-fantasy world. It looks quite interesting to me.
  23. Achievement points aren't really any different than a tallied score when it comes down to it, and we can all remember how every single one of Sierra's classic adventure games had one of those. Well, yes they sort of are different. Achievements are traditionally awarded (not always, but often) for doing things outside of the normal gameplay experience. Stuff like collecting absolutely everything, beating the game on a higher difficulty, not taking damage, or some other such thing. I fail to see how beating the game normally is worthy of an 'achievement'.
×
×
  • Create New...