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Everything posted by mops

  1. Rolf Saxon, aka the voice of George Stobbart (from Broken Sword) will also be voicing one of the supporting characters. Hope they make it somehow...
  2. We still have a bunch of these lying on the store shelves around here for ~5 bucks. Stop by, we'll go for some bigos and fandango. I don't really care for these remakes of classics, as I don't really have any compatibility issues with any of them, and would prefer if the resources went into new, original titles. But if they at least lead to more interest from big publishers in the genre, so be it.
  3. Actually, the second part of Broken Sword 5 seems to be getting really good impressions - while Episode 1 was getting similar, mixed reactions as Broken Age (as in "well made, but on the short and easy side"), Episode 2 apparently kicks it up a notch, with the story picking up, puzzles getting much more interesting and challenging, and a decent length combined (people reporting ~10-12h in total). Seems like they really made a mistake with slicing the game in two parts, since while it's now getting (at least from the few places I've been reading) almost unanimous praise, a lot of the hype has died down by now. Still, looks like the first solid winner of the KS adventure craze. The "next big thing" is now Tex Murphy, coming out May 7th. Also high hopes for that one.
  4. We've had a similar poll earlier, although it was probably visible mostly around the Backer-only release period (going by the last post date): http://www.doublefine.com/forums/viewthread/12348/
  5. [--abouyousbenval--] = "is bad news for all of his..." Tim: Chris Remo is moving on to hang out with his friends, which is bad news for all of his... whatever you guys are! He's still got it folks!
  6. Did we watch the same video? Tim straight up said that he thought the puzzles were too easy and was going to work on it for Act 2. At 18:22 he also straight up says"And a lot of people I think will actually appreciate the difficulty level in the game, once we get out of the most hardcore part of the audience." Which was clearly a joke he made to blow off a bit of steam after having something he worked hard on was getting criticized like crazy by people on these forums. I really don't think that's the case; You can tell when Tim's just being goofy, this came of serious - and he's right, I mean are You disagreeing with that statement? Many people even on this forums argued for the lower difficulty, because it lends to a smoother experience, adding to the "uninterrupted flow" of the game.
  7. It's been said a million times over, but with every episode it bears repeating; this documentary is worth the admission price alone. I wonder if we'll get this sort of inside scoop into a dev team ever again (I get the feeling Tim will be very glad when it's all over ;P). Did we watch the same video? Tim straight up said that he thought the puzzles were too easy and was going to work on it for Act 2. At 18:22 he also straight up says"And a lot of people I think will actually appreciate the difficulty level in the game, once we get out of the most hardcore part of the audience."
  8. Well that's a jerky thing to say. I agree though. We'll all be jerks in new outfits!
  9. Thanks for that post LiloElLoro; this labeling of those that expected a more challenging experience from (the first half of) an adventure game as "unreasonable masochists that can't appreciate anything in a game other than hard puzzles" gets tiresome. No, I wouldn't be happier playing a pure puzzle game, just as I wouldn't be happier playing a pure "interactive story" game. An adventure game is a mixture of narrative and puzzles; doesn't mean I can't appreciate either side, just that it lessens my enjoyment of the game when the balance is skewed too much in either direction (whether it is or isn't in this case is of course subjective).
  10. Thanks for that post LiloElLoro; this labeling of those that expected a more challenging experience from (the first half of) an adventure game as "unreasonable masochists that can't appreciate anything in a game other than hard puzzles" gets tiresome. No, I wouldn't be happier playing a pure puzzle game, just as I wouldn't be happier playing a pure "interactive story" game. An adventure game is a mixture of narrative and puzzles; doesn't mean I can't appreciate either side, just that it lessens my enjoyment of the game when the balance is skewed too much in either direction (whether it is or isn't in this case is of course subjective).
  11. Late to the party, so don't really have anything new to add; personally I'm all for deaths or true consequence-bearing failures in adventures that are designed for them, but clearly Broken Age isn't and I wasn't really expecting them here. I think it could potentially add to the experience, but as mentioned, it would probably take more than just adding deaths into the game as-is for them to truly make an impact. There are more "pressing" issues, amending which would make BA a much more enjoyable and/or satisfying experience for me, while deaths didn't really come to me as one (but I definitely would've been pleasantly surprised to see Tim design a game with them in mind). Apart from adding tension/excitement/focus/etc., deaths are also a great opportunity for added humour, maybe sometimes easing the "sting" of failure; Space Quest among other Sierra gems utilized this obviously, I also fondly remember those in... ... can't wait for Tesla.
  12. Just for the record, after WadjetEye teamed up with xii games on Resonance, Janet Gilbert took over the role of lead programmer on the game, and Dave Gilbert handled voice acting. So they weren't just distributing this one.
  13. I just want to mention Labrynian Rebel seems like a gentleman and a scholar.
  14. I believe this is what You're looking for? (not sure if it's linked to anywhere right now, I just had it bookmarked) http://www.doublefine.com/dfa
  15. Sorry to hear that taumel; this kind of reaction is what I consider my main issue with Broken Age - if it turns out as just another underwhelming game gameplay-wise (for the challenge seekers) that went with streamlining instead of expanding, so be it, wouldn't be the first one, won't be the last one. But if it turns people like You (or those that consider Tim the be-all-end-all of the genre) away from adventure gaming, that would be a shame, because the last thing we need right now is people leaving the genre. I think it's a very important time for adventure games, with all these experienced developers coming back (and many more indies following), and have high hopes that at least some of them will deliver. Sure, they don't have the budget DFA had, but I really believe Jane Jensen, Chris Jones & Aaron Conners, Scott Murphy & Mark Crowe, Cyan and all these other ladies and guys are capable, focused and passionate enough to create mature and complex games that won't be afraid to challenge the player. "Maybe I'm a dreamer", but I think there's a lot to look forward to, and hope at least some of these games will surprise You in a positive way
  16. I don't believe anybody here would argue that a particular graphical style or the presence/lack of voice acting (wut) is an integral part of an "old school adventure". The visual side is a matter of taste obviously, someone might prefer pixel art to Broken Ages graphics and that's that. What I did see is some arguing that, since for budgetary reasons Tim had to "hack into the design", it would've been better to invest some of the resources that went into the (arguably top notch) voice acting and the (arguably gorgeous) visual style into the gameplay instead. That's a matter of priorities, but if the game had engaging, more complex puzzles, I doubt You'd find anybody complaining about the presence of voice acting (wut). So I don't really think there's "a dozen" of interpretations, most of the discussion is about gameplay and level of challenge. And many people have been posting thought out explanations of what that exactly means to them, why it's important, and how it's not about nonsensical, illogical or unfair roadblocks. That's why I think these kind of sweeping statements aren't helping, by reducing the critics to "stuck in the past", "wearing rose tinted glasses" or otherwise unreasonable extremists, they're making it seem like those explanations aren't being heard and provoking the back-and-forth. Heh, seems like we've posted around the same time about "sweeping statements" on both sides of the discussion Kestrel. Isn't the symmetry of the world a wonder?
  17. This might be silly and not really fitting here as it's not exactly about a particular animation, but I really like the main menu entry screen. It's effective in its simplicity, the birds flocking through the clouds to the "sun" in the title... I miss an intro that usually sets up the mood for the beginning of the game, but I admit the sense of tranquility this simple screen conveys worked well for me. DF have a knack at making menu screens, one that I consider certainly one of the coolest ever (for very different reasons) is .
  18. Come on now Well put, I hope feedback like this, and the ones before Yours (and like this) will reach the creative minds at the helm. A shame Broken Age can't be "that game", but who knows, maybe now that the underlying leg/engine-work has been done, someone at DF could still take the points to heart and pitch something spectacular at an Amnesia Fortnight one day.
  19. And on topic (not in reply to The Nude Wizard): I'm starting to wonder if some people have only considered this considered an old school adventure game if: 1) it was done in pixel art 2) had illogical/gamelogical puzzles including barely coherent combinations of items to make something that from a certain angle could be possibly mistaken for the actual item you need 3) no voice acting 4) midi/chiptune music Could You point out who exactly expressed they only consider games with these things as "old school adventures", or are you just trying to dismiss the criticism around here by bringing the arguments to absurdity?
  20. Since March 2012 you've made about 50 posts. Since the beta release MI had made about the same amount -- about that one subject! I assume you're just trolling, so I will be ignoring all future posts about this. (Not least because it's off topic.) Being more of a lurker I do read though. I recall his posts about other subjects, but I'm not here to defend anybody, just brought it up because I thought the singled out attack was uncalled for. I find it baffling to be honest You'd consider that trolling, I thought my rationale was reasonable enough. But the point's been made and You've gotten Your wish, so indeed, that's that.
  21. Broken Age is looking more like a one-time deal in my book (going only by Act I of course). After experiencing the whole story, I don't think I'd find much motivation to go back. We have basic non-linearity with the character choice, but it's fairly non consequential so far, wonder if it could be used more meaningfully later on. This isn't necessarily a bad thing though - in fact most adventure games don't offer much when it comes to replayability. They're usually one-time story/puzzle-driven experiences, at least until one forgets most of the story/puzzle solutions. And I think that's fine, just like with a book or movie. But it's not the only way to go, as the interactive medium gives many possibilities to encourage replayability - branching paths, multiple puzzle solutions, optional/hidden sections, there are quite a few tools that have been utilized in the genre before with varying success. And this is what I'd love to see explored in Broken Age - adding these features that encourage going back and trying things a different way, instead of the streamlined gameplay that has the opposite effect for me personally. Multiple paths were of course used even by LucasArts in Indiana Jones and the Fate of Atlantis. A recent example of multiple puzzle solutions is Resonance, which also used a score system (not unlike the one in many of the old Sierra adventures for example) serving as an indicator of how much stuff the player had missed. I also really liked how optional content (locations, documents, "thoughts" etc.) were integrated into the world in Darkness Within, often giving additional answers, reveals or insight into the backstory, making the puzzle-solving that more rewarding. Maybe that could also be a partial solution to the difficulty problem, using the more complex riddles as gates to optional content. That way those that are put off by getting stuck can just follow the story, and those craving the challenge would have additional motivation to solve the puzzles, while adding longevity to the game. I've seen some argue against branching paths and optional sections due to the fact that potentially you're working on something only a fraction of the players will see. But I'd hoped we didn't have to worry about things like that thanks to Kickstarter. With the exceptional creative talent, freedom and resources of this project, I can't shake the feeling of a missed opportunity right now. But isn't that the nature and point of a forum (apart from giving feedback), clashing opinions and such? Someone can say he's fed up with hearing how You like the game, and that You don't have to restate it over and over, and we're screwed; might as well have separate boards for the "yay" and the "nay" Maybe I'm just not enough of a regular here but I didn't get the impression it's been a case of excessive "crowbarring it in", and for one appreciate MIs thought out inputs (but I'm mostly on his side of the argument so I'm biased), because it's true there's often a lot of obnoxiousness in the discussion. And because of that it's easy to just dismiss and lump any critical thought and view with the "unreasonable", "stuck in the past" or "haters" (on the two other boards I frequent there's always this one raving critic that takes over the discussion and makes it hard to have any actual constructive criticism heard). So I hope You'll stick around and keep contributing MI, just without getting on Thunders or anyone else's nerves ;) (why is this smiley not working? this is an outrage!)