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About Northensnow

  • Rank
    Action Newbie
  • Birthday 01/28/1990


  • Location
    Grosseto, Italy
  1. I think it should be made available to the public for the simple reason that many would love to watch it, and having already seen so many episodes exclusively I think I've already been "paid back" my money investment. I have to disagree with this. - Firstly, making this kind of cut would be incredibly hard, and in the worst case scenario you'd be removing parts that could have resonated more with people without realizing it. - Secondly, you set up the frustrating scenario of people asking themselves what you have decided to not show them and coming to the conclusion that it was all edited to make it look nicer. I know this is already the case since it's a documentary in the first place, but some would take this as further evidence. - Thirdly, it doesn't really matter that everybody see everything, what's important is that the material is THERE TO SEE. If you are making an argument you can just point to the episode and the minute where they say something, and anybody can go and look for themselves.
  2. I got it this way, just like many others: 1) go in your Humble Bundle library 2) choose "Claim past purchases", there should be Broken Age. 3) When you're done go back to your Humble Library, scroll down and click on the link that says "Broken Age". It doesn't have any icons. This will bring you to the page where you can redeem the game on your Steam account.
  3. That comparison is flawed, because the "nearly useless function" is still there regardless: the point isn't whether we should REMOVE THE MENU to replace it with something more useful. And in any case the solution wouldn't be reducing the functions, because all the things you need to do with a menu you'd need to do in some other way regardless. And the two things aren't even mutually exclusive. Unless there is some crippling disadvantage in allowing the player to access the menu during a cutscene, I really can't see why it would be so inconvenient to let the players do just that.
  4. And why would it need to be a "special menu"? Also, I've rarely ever seen an adventure game with notable graphical options. And regardless, why shouldn't you be able to change them whenever you want? Even if you couldn't see the effects, what harm does it do? If it's useful in any other moment, what's the point in removing this functionality? It wouldn't be any more awkward than it already is for every other game out there where you can only turn subtitles on or off in the menu. More importantly, that's where most people would go look for this kind of option in the first place anyway. Also, your example is just one occasion. What if you needed to mute the game, or if your audio stopped working? There's thousands of reasons you may want to turn the subtitles on or off. The point is that if esc brings up the menu, it should bring up the menu in every instance because there's no need to arbitrarily change this, regardless of whether the menu would actually be useful or not. For the same reason, skipping should have its own button, and it should retain its function regardless of whether you're watching a cuscene or playing the game, and the same goes for pausing. What I'm proposing isn't to introduce some weird new function that could or could not be useful, but just to keep all the options that are naturally given to the players available and clearly distinct at all times, because there's no harm in doing this and no need not to. I don't really think anybody will ever think "Man, being able to open the menu is so annoying, I wish they didn't let me to".
  5. I disagree. First of all: "Only thing you need to do during a cutscene is skip it"? If anything, the cutscenes are the only part where you absolutely need a pause function. In any other part of the game you just need to find a safe spot (if it's an action game) and leave it where it is. If you are interrupted during a cutscene, what does skipping it accomplish? You miss its content, which is what cutscenes are all about. Being able to skip cutscenes is obviously important, but it isn't the ONLY thing you should be able to do. Secondly: "You don't need to bring up a menu in a cutscene.". What if you want to turn on or off the subtitles, or do anything else with the options? The only reason we think we don't "need" to bring up a menu in a cutscene is because in most games you aren't allowed to, and even when you are you can't actually do anything. Thirdly: "keys should do different things in different modes.". This applies to keys that are used during gameplay, not meta-keys (sounds stupid but you know what I mean). If you can't jump while you are talking then you can change the function of the "jump" button, but bringing up the menu should ALWAYS be available, and so does pausing the game. I've been in plenty of threads (not specifically here), and one thing pretty much everybody is pissed about is when it's not clear whether pressing a specific button during a cutscene will pause it or skip it (mostly the Start button on consoles).
  6. When a key performs an action that doesn't have anything to do with gameplay, I think it shouldn't have more than one function. If Esc opens the menu it shouldn't do anything else, if Spacebar pauses the game it shouldn't do anything else. Also, these functions should be available at all times: nothing is more frustrating that having an unreliable function. If you can pause during gameplay, you should be able to pause during a cutscene as well. As for skipping, the most natural thing that comes to mind is using both mouse buttons, or the right button: it's what usually works for skipping text or dialogue. Being able to re-watch skipped cutscenes would be nice.
  7. It was a nice session. I still prefer the original version over the Director's cut (and no, I'll never stop nagging about it), but it's still a great game. Can't wait for the next part!
  8. I agree with him. I really liked the game, but I was expecting much more, and replaying it over and over to see all the endings is a bit of a pain after a while. The platforming can get boring, especially in two cases: in the Miner's stage you have to basically reach the bottom and then go back to the top with at least two characters (and if you didn't bring the right item from the bottom you have more walking to do), and in the Island stage when you reach a specific point usually your other two characters will warp to your position, which means you'll have to go back to the other side with at least one of them. And to make things worse: I know probably many of you don't care about the achievements, and usually I don't either, but after finding so many hidden details in Psychonauts thanks to the hints give by the achievements I decided to make an exception for the games by Double Fine. Well, two of the achievements require you to have every character perform a specific action in the Hillbilly's stage, and unless you're lucky (or you cheat) you have to bring two of those characters in the stage once more to do yet another thing. Not to mention, I got confused in guessing what you actually had to do to unlock the achievement, because I thought it referred to a puzzle in the Monk's stage.
  9. You know, every time I watch these episodes I feel really sad and depressed, because I wish I could be there and work on a videogame just like that, and at the same time I feel like there's no way I could possibly make it.
  10. I think I like E and F the best. They look serious, but not in an intimidating way, and calm.
  11. I kind of have this same problem: when I get stuck in an adventure game it gets harder to focus because if the goal isn't clear I begin to come up with all sorts of solutions and explanations, so eventually I get tired. Still, rather than making the area smaller, I think the right solution is to make the boundaries and the objective clearer. Also, when a game asks you to do something it hasn't asked before it should establish it well: it's really frustrating when you go through a whole game solving puzzles in a conventional manner and then the game suddenly asks you to backtrack or use timing and stuff like that. An example that comes to mind is the notorious goat puzzle in Broken Sword: to trap this goat the game expects you to move in a certain way to fool it, but your movement mechanics don't change, and the character starts running only in that specific context after you moved in a certain way. How is the player supposed to realize that after using items and talking for most of the game, this one time to solve the puzzle you have to walk in a specific way? A saving point is that this puzzle is in a small place that you can't leave if I'm not mistaken, so after trying everything you might come up with something creative, but what if you couldn't go on because you forgot to pick up an item (something that can happen in Broken Sword II), or because of a bug?
  12. I just found out about this, and I already donated - although to be completely fair, I'm not enthusiastic about the presence of cel shaded 3D models. I didn't really mind it in games like Runaway and so on, but it's no match to the gorgeous animations of the first two Broken Swords. Anyway this project needs more visibility: more money means more dubs in other languages, and I can't live without the Italian voices of George and Nico! Now that you know that it's of great importance to a completely unknown nobody on a forum few people know about, do your job and spread the word! Or don't, but know that' you're a big meanie.
  13. Well, it's not as easy as it sounds like: The first adventure game I've touched was The Curse of Monkey Island, at a friend's house. I was completely in love with that game. Aside from that I had two adventure games for the Sega Genesis in one cartridge: Cosmic Spacehead and Fantastic Dizzy (which reminds me that I should really finish those games). But the first PC point ant click adventure game I've owned and finished was Broken Sword II. My uncle really loves Broken Sword and showed it to me when I was little. When we bought our first PC my father found BS2 attached to a magazine and bought it. He also bought me Indiana Jones and the Fate of Atlantis, which was my second adventure game, and Opera Fatal, which I could never play because it didn't work for some Quicktime issue.
  14. I had an idea for something like this, which is basing the puzzles on an object's properties, so that you can use different objects to solve the puzzle. Furthermore each object can only be used once, so according to which objects you are left with you are forced to solve different puzzles. For example, let's say you have a "rock" and a "camera": you need to put something [small] and [heavy] on a switch, so you can use either of them. When you have done so you reach the next stage where you have two different puzzles, one of which requires you to use something to [record] a dialogue (the camera that you didn't use just now) and another one that requires something [hard] to smash open, let's say, a wooden box (in this case the camera would be too weak). According to which object you used earlier you can solve only one of these puzzles. This allows you to take different routes and experience things differently.
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