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About leosarma

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  1. From the kickstarter campaign: "Over a six-to-eight month period, a small team under Tim Schafer's supervision will develop Double Fine's next game, a classic point-and-click adventure. "" I've just started Thimbleweed, but the minute it started It felt I was playing a lost adventure game from the 80s. Broken Age felt like a "escape the room" touchscreen kind of experience...
  2. Thimbleweed Park is everything that Broken Age promised at the kickstarter campaign... And the toilet paper should be set to "over", of course.
  3. Never mind. Too excited and didn't see the code in the email text... Downloading now.
  4. I did receive the Humble Bundle email, I did access the humble bundle page with full intructions. But, I can't find the beta code. If I try to check the humble bundle key as the code, steam rejects it. So... where is beta code?
  5. Stretch goals announced: - Ios and android versions - Translations - Talkies It looks like Thimbleweeb Park may have some of the same inconvenience of pre recording the dialog too... hope not.
  6. For the old adventure gamers like me, when the game begun to show some issues during testing, that's probably when it was on the right path. The type of game we like isn't supposed to be beaten on one sitting. You sure can surf it in a few hours once you know the solutions, but the first time we play, we, this specific audience, we expect long hours of exploration, failing, and most of all, we expect a lot of "A-HA" moments. Let us get stuck and spend sometime imagining and discussing possible solutions with friends, on forums, meetings, etc. When did a game was doomed to fail because it was categorized as hard? Has Megaman, for an example, ever failed to sell because it was too hard? I understand that putting money on it own, DF got a little scared and needed to be sure that the game would be a success, so they changed the game so it would appeal to a broader audience. But I fear that this decision may backfire. For example, when I buy something at Amazon, I read the consumers reviews. First the good ones, but mostly the bad ones. Some are only talking trash, but some are really helpful and bring good arguments. Tim himself told some days ago that it is the bad reviews and comments that they end up reading . An as consumers, and not industry professional reviewers, we have some pretty good arguments here and all over the internet. This could hurt sales just like the fact that it is too hard and people get stuck on puzzles. In a different perspective, this game is getting so much attention and free press everywhere, that people will end up buying it even if it is only to check what is this game everyone keep talking about. It's not that expensive. Double Fine should take advantage of this and do whatever they feel make a good adventure game. And all points out that they were trying to do something they believed was right, then some people got concerned with testing results and all the investment they were doing on the game, and everything was toned down and dumbed out. Should they be concerned that the game will get reviews saying that it is too hard, or that the game failed to revive a classic style of playing? Those are the kind of reviews that will actually impact on buyers decisions. PS.: I like this post. I like the the fact that it keeps getting resurrected from now and then, and that it is always at the top. I'm pretty sure our message is reaching who we want.
  7. Tim got one thing right... Michael Cera as guybrush would be hilarious. Just perfect. Go with your guts Tim...
  8. I wish more people, or more important people, would share our opinion...
  9. I'm trying to convince. I'm trying to show why this game isn't par to old adventure games. Because I know that if there isn't more unsatisfied people with game, it won't be repaired properly. From what I've been reading here and from what Tim has been saying, they are pleased with a toned down disconnected puzzles short game. The least I can do is try to show some arguments and convince more fellow backers that the game can be (much) better.
  10. I may have to agree, it's subjective. Some people will find amusing to use some feathers shoe on a ladder to access a nest to replace an golden egg with another that you, literally, fell on to, use the same ladder to acquire another golden egg from another nest, place them (or a fruit hidden in a distant corner of some scene) on nest like spots so you can walk up a ladder to talk to a bearded man that gives you yet another golden egg that you have to place in the remaining nest like spot so you can climb down that ladder... hmmmm I see some repetitions here. Others would prefer to get some sense of accomplishment switching a decaf pot with a regular coffee pot so the crazy scientist would sleep and sleepwalk and open a safe that you wouldn't be able to open by yourself if you haven't found a left hand hammer to give to the right character in the past so he can change the arms positions on a statue in the present, so a crazy nurse won't be able to hold on to it once she is kicked away the security camera room, so you can place a VHS tape and record a scene where the crazy scientist is opening the safe, play the recording in slow motion so it would reveal the code that you would use to open the safe and get the contract that you would have to mail in the past using the stamp you've acquired dumping some invisible ink in the crazy scientist's son's stamp collection, so the crazy scientist family would be entitled 1 million dollars in royalties for the previous game, which you would use to buy an imitation diamond using the family's account number that you've found in some office desk drawer to finally restore a time machine that would rescue some friends from the past and future if they had also done their part somehow. Wait. Maybe it's not that subjective...
  11. Thanks, I've been trying to watch the recording of the stream on Twitch but it only loads a pitch black page for me : ( Does it work for anyone else? (http://www.twitch.tv/destructoid/b/497361347'>http://www.twitch.tv/destructoid/b/497361347) I managed to watch the stream he did earlier in the day with a guy from Rock Paper Shotgun (it was pretty awkward), and he said pretty much the same things. (He also said we'll be able to talk to Dad in part 2 and that the opening of Vella's story was inspired by Kiki's Delivery Service) Try loading the main channel http://www.twitch.tv/destructoid) and clicking on the live stream. Then just select the video on the right side... it worked for me... watching it right now...
  12. That's what convinced me that the campaign was all about reviving the classic point and click adventure genre. I didn't follow all documentary. But I've noticed that things were heading to a different direction. I thought that it would at least feel like a classic point and click adventure. And for me it didn't. This game is receiving so much attention and so much free media that even if it sucks completely, it will be a sales success. That's why I don't understand why not take some risks and do exactly like in the pass. I doubt that someone playing a game like DOTT or any other classic today wouldn't get hooked. Once you get used to the interface the game just flows. This was the opportunity to go beyond testing and marketing evaluations. And they've missed it.
  13. I guess I am entitled of having an opinion. Most of the posts here keep pointing some issues and saying that it's a good game". It's almost as it would be a sacrilege to talk bad about the game. There are good things in the game. But for me they don't count as much as what is wrong. Adventure is a dying, if not dead, game genre. And yes I got very excited with the possibility of playing a new adventure game. That's what the kickstarter campaign was all about: getting funds to do something that the industry wouldn't fund anymore. Somewhere along the way this objective got distorted. And it shows in the result. It's even as if the industry got involved. We missed the opportunity of reviving this genre. The engine and visuals are grate. But that alone doesn't make a great game. I don't know exactly how to put in words, but the game felt boring. The story lacks context. There is no introduction or prologue to give us some reference. The characters seemed as a backdrop without a full relation with the story. Why would the tree talk? Is it magic? What does it have to do with the overall plot? The visuals, although gorgeous, are repetitive. We always see the main characters from the same angles. I would like to see a more cinematic experience instead. At least when completing a puzzle, give some sort of cutscene. The few puzzles in the game are too toned down. I wonder how the testing was conducted throughout the development process. How well would a classic Tim Schafer's adventure be scored in the same type of testing? Replaying the classics throughout this weekend, this feeling only got stronger.
  14. I'm playing some of the old adventures here and another thing I've missed is: 8) a great introduction: One of the most fun parts, for me at least, was the beginning of the game. Sometimes a short mission or tutorial puzzle followed by a cinematic presentation like in The Dig or Day of the Tentacle, and sometimes a cut scene right from the start like Full Throttle or Sam and Max. The paused back to back scene did seem interesting at first as it kind of implies that there will be parallel actions during the game. But there are not. It would be great to have something to get excited as soon as the game starts. It would be really great to play an unforgettable adventure again. All my hopes rests in act 2.
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