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Everything posted by Diduz76

  1. That's exactly what I'm thinking, but I would really like to stand corrected. That's the reason I started the thread. ;-)
  2. THIS, I was actually really taken-aback by this. Actually, I was RELIEVED by this. ;-)
  3. That's true, but Justin doesn't say that the whole 2m from BL and Humble Bundle are going into Act 2. He's just happy that they got the money so they'll be able to work on Act 2. 6m$ is A LOT of money, I assume they need the money for something else than Broken Age, after all. ;-P I'd really like an official word on BA "final" budget.
  4. Do we have another source confirming the 6m$ budget for the whole game (Act 1+2)? I rewatched ep. 10 and the 6m$ budget sounds just like an estimation to me.
  5. Weird indeed, I also remember all the interviews/panels throughout the months. I thought: "Okay, the puzzle side is covered, they know exactly what they're doing". Then I played Act 1 and I was like- "What happened?" I really hope Act 2 will be better, because Act 1 was a letdown for me. A huge creative effort, a nice story, but still a letdown as a game... I'd really love to see Act 1 "fixed", but I guess it's just a dream.
  6. On one hand, I'm happy they're addressing the puzzle issue in Act II. On the other hand, half of the game has been ruined for me. I'm sad, because you'd think a veteran like Tim should know how to prevent those problems he's talking about... :-( I would really like if they "fixed" the first part of the game... but I'm afraid the ship has already sailed.
  7. Diduz76

    Day 2

    Thinking about your Disney inspiration, those sketches reminded me of Maleficent's goons in Sleeping Beauty. :-)
  8. I thought about Ron's manifesto when I was playing. To me, the violation of #4 sounds a big problem, considering I'm ALSO facing easy puzzles.
  9. Too early to tell. I'll decide after Act 2. I don't regret backing because of the documentary and the experience on the whole, but I think the game has design issues (too many easy / "reverse" puzzles), so I'm disappointed from that point of view. The jury is still out. ;-)
  10. This wonderful episode managed to make me feel guilty for my critical reaction to the puzzle design. Still, I'm vocal because I love you, guys.
  11. You're so right it hurts. :-P The peach example is perfect for me, because I had NOT taken the peach before reaching the temple, so I was forced to actually SOLVE the puzzle (an unusual feeling during Broken Age Part 1): I realized I needed the fruit and I went all the way back to get that. I know, that's backtracking, but it's not bad per se. Going back to Meriloft gave me the feeling of knowing the game world, a great feel. That was my only (mild) "ah-ah!" moment.
  12. Actually, Tales of Monkey Island and some episodes of Sam & Max are WAY harder than Broken Age, IMHO. ;-)
  13. I totally agree, but it's "Schafer" with one "f". ;-)
  14. That puzzle was SO vicious (and yet so logical, if you think about it!). That puzzle would never work nowadays, because we have much better graphics and you would instantly know what to do. :-)
  15. I loved the Spoon, I started the game with Shay's sections, and the Spoon was among the first characters I encountered. Love at first sight.
  16. Broadening the audience of adventure games is not a new necessity, and I'm NOT against it. Monkey Island 2 (1991) had Lite/Complete modes. The Pandora Directive (1996) had Entertainment/Game Player modes, not to mention the optional hint system. There are other solutions to the "problem": you can create an easy game with a gameplay fresh and strange enough to be funny anyway (the distaff in Loom, the action sequences in Full Throttle, the platform dressing of The Cave), or you can make the hardest puzzles not mandatory to beat the game. This has already been done... by Double Fine itself! No joke: have you ever played Stacking? The "puzzle game surface" of that marvelous endeavour IMHO actually hides the key to make this work, and I still felt the world of Stacking was huge and rich. And I'm talking about a low budget 8 hours game (if you want to complete it 100%) without voices, not an old age 30-40hrs behemoth. ;-)
  17. I'm trying not to overreact. We still need to judge the second half of the game.
  18. I don't know how the track is called, but I think the "epic battle" piece is gold.
  19. The ending is pure genius, because it sets a great premise for Part 2. The inversion of roles (between Shay and Vella) is also an inversion of their universes. What's the future of Vella's world now that Mog is dead? How will they react to Shay? How will the Mom-Computer act now, with Vella inside? Shay and Vella looked for a different life, and they got it. WHAT NOW? That's great.
  20. I see your point, but I still need BOTH of these feelings. If I don't get stuck, if I don't have any sidequest, I don't need to wander through the world that much. I also like strolling through Monkey 2 or Indy 4 nowadays, but the reason is that the feeling of my original goal-oriented wandering is within my memory. Just to avoid the usual "classical" adventure games examples, I ended up loving the world of Stacking, because I had to explore all of it to accomplish major and minor tasks.
  21. We're not even simple costumers. What's a backer? That's a pretty good question. I think I know what "being a backer" means. When someone will ask me "Could you suggest me the best old style point & click adventure game?", I'd REALLY want to answer: "Broken Age, hands down!" Right now, if someone asks me that, I am forced to answer: "Errrrrr... I think Deponia is for you." I should be 100% supportive of the game and yet I am not. Something's not right, especially when I think that Broken Age is better than Deponia on almost any aspect, EXCEPT the puzzle design. I don't want to tell Tim how to do his job, I want Tim and Double Fine TO ROCK. HARD. If I shut up out of mere respect (which I think I have for Tim, Lee, Greg, David and the gang), I am not fulfilling my ROLE. Complaining per complaining is a customer's job. I'm a backer, for Harm'ny's sake. ;-)
  22. Exactly. It certainly seems like this was unfortunately their thought process. I suppose we're lucky that the game ended up being split in half. Now they have a chance to redeem themselves. I don't think so. Tim explicitly said their approach was different from Telltale's interactive stories. And it is. I don't think that Broken Age is an interactive storybook/movie, just a simple adventure game. You progress through Broken Age by solving puzzles. VERY EASY puzzles, granted, but they're still puzzles. Telltale's approach with The Walking Dead / The Wolf Among Us is radically different (and I like that, but that's another story).
  23. Found another mistake. Curtis (the lumberjack) says: "Se avessi una concezione superficiale dell'opera". The correct translation of the original English line should be: "Se non avessi solo una concezione superficiale dell'opera." Please correct this: right now Curtis is stating the opposite of what he should be saying! :-o