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About Kiwikwi

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  • Birthday 11/30/1984


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  1. Hi Bert, glad to hear it. Looking forward to replaying the game with a less intrusive inventory UI.
  2. This game looks absolutely fantastic. Several times, I found myself just looking at the screen, not interacting, just enjoying the imagery. The great looks probably also explains why I find the inventory button so distracting. :-) So, a couple of notes on that: 1) The button and icon feels out of place in the gameplay area. Except for a slightly ruffled look, it's like something straight out of the Windows 8 design manual. That wouldn't be too bad, except that: 2) It keeps popping up after every cutscene and after every character interaction, even when my mouse isn't anywhere near it and even though I haven't acquired new items! It's fine to have it pop up at the beginning, to introduce the feature to new players, but once the game gets going, that button should never appear again without reason. You could e.g. hide the button after the player has opened inventory, say, 3 times. 3) It glows gold and there's a "ding" whenever I acquire new inventory. I'd rather not have the button at all, but I admit that there are instances where it'd otherwise not be apparent that items are acquired - e.g. when Vella grabs the cupcake at the start of her story. But is it really necessary to force the player to explicitly acknowledge the new item by opening inventory? It's not like the player is forced to acknowledge other critical pieces of information in the game. And what about briefly flashing the item icon in the corner instead of the inventory button? Then I don't have to go into inventory to see what I picked up, either. Either way, this brings me to: 4) Shay has just fallen into a dark canyon, when the two yellow eyes of Marek appears. This is very effective at setting the mood. It's less effective when the two yellow eyes become three, and Marek's dialoge is interrupted by the "ding" of a newly acquired item. Please, no dings or icons during cutscenes! The notification can come after the cutscene completes. Also: 5) Yes, Vella keeps retrieving that ladder. No need to point it out every single time it returns to her inventory. On the bright side, this was actually the only significant annoyance during my playthrough of an otherwise excellent game. So, thanks! (Also, I get it if game crashes get higher priority than a redesign of the inventory UI. )
  3. @mistermanticle: As has been stated elsewhere, Double Fine has multiple projects going on, including the Super Secret Ron Gilbert project. One of these projects was cancelled, leaving ~12 people without work, but fortunately it happened just before the Kickstarter adventure exploded, so it all worked out in the end.
  4. Broken Sword, IMHO. It had some great puzzles, but... From a technical stand point, the 1996 Virtual Theatre engine lacked functions that had become standard in adventure games at the time, such as the ability to skip needless animations and walking. And man, that game has a lot of needless animations and walking. The story didn't click with me, either. A cold blooded killer that dresses up in funny costumes? Huh? The neo-templars were sadly underdeveloped as antagonists. The whole Indiana Jones-style treasure hunt theme seemed more unrealistic than usual. The protagonist had no motivation what-so-ever to get involved. And the romance felt cold and implausible, even before the creepy border-line sexual assault in the train wagon. (I know there's a long tradition for romanticizing things like male protagonists forcibly kissing the love interest, but while she's bound? Really? Not to mention the animation which suggests more than a kiss.) Overall, the PC came off as bit of a douche, even before that scene.
  5. Not to mention the confetti. Never underestimate the cost of confetti!
  6. I only ask that the art is beautiful. This is apparently very difficult to do in 3D, which suggests 2D as the better option. ;-) As for why the art in MI1-3 was great, and the art in MI4-5 was horrible, I think Adam Cadre said it best.
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