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About anarchist

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    Dr. Action Poster, Esq.
  1. I will repeat that I liked the story but will insist that it could be better. I believe the fact that writing started along with the development of the game negatively affected the result. At some point the art must be locked and no more scenes should be added because the game must be released. This I believe deprived us of some more action in the futuristic city. We saw far to little of the city and I did feel that I wanted to see more. This made the ending looked rushed. It could be intentional but it doesn't seem that way. I don't know what the practice is, but I assume that a game writer will have an idea of the story from beginning to end before development starts. Does anyone know whether this is indeed a common practice?
  2. I don't share serjay's opinion but I understand what he is saying. But I will agree with the others that the type and difficulty of the puzzles isn't more hardcore than classic adventure games. Those games were sometimes cruel! You had to spend a lot of time to travel back and forth (thank god at least for the double click change scene feature), some puzzles were insane (non-native English speakers would certainly scratch their heads until one day they learned what a monkey-wrench is) and you could often get stuck for days. I remember re-replaying DOTT almost immediately after finishing it, and many puzzles would still give me headaches. I found the puzzles fair and as difficult as they should. It is true that the difficulty rose a bit suddenly, but many backers (including me) asked for this, exactly because it is something we like from the classics. I was even happy to take out my notepad for some puzzles, including the wiring of the robots. What I believe serjay mostly did not like was the story. And if you don't like the story of and adventure game you probably end up hating it. I can fully understand this. I believe that Tim needed more time and less pressure to complete the story. Even though I believe it could be better, I liked it.
  3. The default key for that is the Spacebar! It skips cutscenes and dialogues. I remapped mine to my middle mouse button so I can one hand it What I mean is skipping dialogue lines, not the whole dialogue. Like all the SCUMM games i played which would skip dialogue lines using the '.' button.
  4. Perhaps it is another key? For certain, neither left nor right mouse button skip dialogue lines. I played it on Steam on Windows 8.
  5. I finished the game a couple of days ago and I really enjoyed it! I will probably play it in a few weeks again, partly to get more Steam achievements but mostly to relive the story. My comments below: 1) Though Act I was quite short, ACT II was quite longer. As a whole, BA took me enough time to complete that I would feel I got my money's worth if I bought it full price. 2) I enjoyed the story and how the plot developed. I believe it is not Tim's top work but it is good enough to be placed next to his past creations. I also believe that if Tim was given more time and had less pressure to release this game, the story would be even better, but I guess he knows himself better than me 3) Puzzles! Yes! DF listened to us! This is the type of puzzles I like. The ones that you know more or less what you need to do but you need to take several steps and pass multiple obstacles to solve them. I loved how some solutions could be found from the other character, like the robot semantics. And, most importantly, I felt smart when I solved them, which is one of the reasons I love adventure games. Well played Tim, well played. 4) Visuals, music, voice acting and animations were excellent. A couple of times I noticed some minor visual glitches, like a hand delaying to disappear behind an object, but generally I found the game bug free. I only have one complaint, which is not being able to bypass dialogue lines (only the whole dialogue can be bypassed with space on the PC version). I use it quite often if I want to remember a particular piece of information from a repeating dialogue and I found it a bit annoying having to run the whole dialogue again. Thank you DF. I have already purchased 3 DF games after becoming a backer and I will be watching any future releases closely. I wouldn't mind if you guys released another adventure game. Come on Tim, you know you still got it!
  6. I agree with this. Simply judging by the replies in this thread is not enough. Better to set up a poll and don't take a final decision until lets say 80% of the backers voted.
  7. Great video. I hope the iPad version sells more, though DF should bear in mind that there are some people in all platforms who are waiting for the full game before starting to play it. If I wasn't a backer I would do the same because I prefer to have the full product than waiting several months for the next part (especially after such a cliffhanger ). I hope I misunderstood but I noticed some bitterness from the team due to some harsh reviews. Guys, the reason hardcore fans are called like this is because they are hardcore. If they like the product they will defend it to their last breath and if they don't like it they will curse it for the rest of their lives. After choosing to go multi-platform it was obvious that some things had to be simplified both due to the different technicalities of each platform and because different platforms have different audiences. I loved the game but it is not an old-school adventure game. Did you really not expect some hardcore fans to go berserk? I am glad though because it seems that the team did listen to the backers and took the well intended criticism seriously.
  8. Thanks for the episode! I was starting to itch for an update. 19:00 "Way ahead of them" this makes me very very happy
  9. I was not referring to a documentary either. There are so many possible updates, for instance certainly Programming updates did not cover the whole process of implementing this game.
  10. Indeed it has been a long time, even if no documentary at least several other updates from the BA team.
  11. Ok I get where you are coming from. I don't know how much of the Sam'n'Max games you have played. Till they reach the third season they become pretty nice and with interesting plot and puzzles. The guys did a good effort on those. But I agree with you, neither Jurassic Park nor Walking Dead are adventure games. I don't know whether they are advertised as the next step of adventure games, but that could not be further from the truth. They took on those games because they have high market value and I guess they made quite a lot from them. But this does not mean there are no new adventure games. I believe you are exaggerating a bit. For newer ideas in how to evolve adventure games keep on playing Machinarium and try Samorost 1 & 2 and Botanicula. Amanita are looking to do different things but keep the basic principles of adventure games. But their games are different in many aspects, artistically and in gameplay. If you liked Deponia try the whole series, all three games are at the same decent level, with the third being my favourite. I guess BA is somewhere in the middle. It has enough puzzles to not be an interactive movie but not enough to challenge us.
  12. I don't understand your complaint. I don't play so many games generally these days due to lack of time, but I have played some newer adventure games. Mainly from Telltales and Daedalic. The Sam n Max series, even though it started a bit on the simple side, it became a much more multi level experience with excellent gameplay changing puzzles. Back to the future was ok, more towards the "story games" you mention but still maintained basic principles of adventure games. Daedalic's games were nice too, sometimes with not so excellent puzzle design, but they had their difficult moments and sometimes nice puzzles. I will accept your opinion if you say they weren't good, but if this is so, it means they weren't good adventure games, not that they were not adventure games at all. I have also tried some indy adventure games like Machinarium or Resonance, which I found enjoyable. I consider them adventure games, parts of a genre that evolves but maintains its core principles, which are the need to use you brain to complete them and the nice feeling of experiencing the story and the urge to see what comes next. Care to elaborate on what you mean by "new slew of adventure games" which you don't consider adventure games at all?
  13. As it turned out, many aspects of the game became expensive. First you have the engine. I remember them initially considering existing engines, even Wintermute was mentioned which is open source and completely free. But the scope increased, not a bit but vastly. They decided to support all the possible platforms! I don't know many existing engines that can do that. So they decided to build their own multi-platform engine, which is expensive. No matter how good a development team you have, it still takes quite some time to implement and test such a project. That was beacause of the more than successful Kickstarter campaign, which encouraged DF to increase the production values. They hired some famous (therefore expensive) voice actors, recorded the sound track with a full orchestra and generally polished the game a lot. They also went with hand drawn art. There is a lot of art content in this game, a lot of backgrounds and a lot of animations. If you want to maintain the hight production values, then for instance for each puzzle step you design a different animation and record a different dialogue. If you can't maintain the high production values as you increase the puzzle scope, you either drop them or decrease the scope. Judging from the reactions, there are many who enjoy the high production values, even if it is in the expense of a broader puzzle scope. I am a bit stubborn and want more challenge, but I generally enjoyed the game.
  14. First let me say that I tend towards KestrelPi's opinion that this is a good and enjoyable game, with a nice universe and an excellent story. Apart from that I am on the disappointed side regarding puzzles. It's not just a matter of each discrete puzzle's difficulty. The problem of the game is that its puzzles are not multi-level enough. What increases an adventure game's difficulty is not hiding the hints. A good adventure game always gives you hints about the solutions, else they are unfair. But in a good adventure game, you have so many things to do, so many simultaneous puzzles to solve, that you need to really think and revisit locations and repeat dialogue lines, until you get it right. And then you get stuck and curse the day you started playing this game and shut down the computer. And the next day at work, you come up with a solution and can't wait to go home and solve it. So you solve it and there come two more different puzzle trees to follow. And more hours to spend in this beautiful world the developers created. Let's talk with examples (SPOILERS AHEAD!!!). - To take the bucket, you just need to talk a bit to the mayor. You need to select the first dialogue choice to talk about the bucket and then choose the second correct choice which gives you the bucket. Very nice logical puzzle. But why so easy? Why so quick? If there is a dialogue puzzle, give it more steps. Make it a whole discussion in which you must select the correct path of 4-5 different sets of choices to get the item. Give me a challenge, don't let me randomly solve the puzzle. - To make the stool you need to pick up the piece of wood and take it to the wood chuck. Why note make the piece of wood be floating in the water and make a nice puzzle out of this? Perhaps somehow stealing the hooks from the dressed-up girls and using them with the fish poles to fish the piece of wood out. This way, the solution to the puzzle delays a bit, you need to talk to the girls first, come up with more puzzle trees after talking to them (and perhaps following them instead of revisiting the wood) and later you will remember that piece of wood and try to solve the puzzle. I think this is what most people who complain about the difficulty mean. If a couple of more steps were added to the puzzles and the puzzle paths were intermingled, it would give us a more lengthy experience, with an otherwise excellent and polish game. A look at feature would indeed add more content which is a nice feature but, be that as it may, the real juice is giving us a challenge. If it is more difficult for me to reach a cut-scene, I will be more immersed in it when it finally happens. Peace be between us fellow elderly adventure gamers
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