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About flameofdoubt

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  1. It's a tricky one to call. I was hoping for a classic adventure game with super difficult mean puzzles, but in the end we got something different, and better. Given the experience I've had with it, and am still having as I enjoy repeat playthroughs, I can't possibly put any less than "Absolutely yes". I am very much looking forward to part 2 though where we have all that and the promise of harder puzzles too.
  2. You've won me over. I previously thought that it should have lots and lots of unnecessary world-building background text, but that it was unreasonable to make it work for this complicated, voice acted game. But I think you're right, this game doesn't need you to be able to click on every little item in a room; it uses "show, don't tell", like with the hexagons you noted. Plus there is extra unnecessary stuff already there as you point out. Certainly I didn't rush through Broken Age, but as I'm replaying it I'm getting a lot more depth out of the game, noticing all the little details, and that more than makes up for all the filler text of older adventure games.
  3. You are by no means alone. The game doesn't fall into quite the category I was hoping for, but it excels at the category it is in. When I bring up elsewhere that the game isn't really a classic adventure game, I do so for the sake of discussion and analysis. What we got instead is something both better and worse than a classic adventure game, because it's something different. I think you're exactly right when you say that the things people are complaining about are design choices (though the UI could be better optimised for PC standards). Certainly I wouldn't want Double Fine to take on board the criticisms of category choice; they've made a very nice apple for a group of hardcore orange fans. If they fiddled with the apple until it looked like an orange it wouldn't be good as a orange or an apple. Trite as it sounds, this is one citrus fiend willing to accept that oranges are not the only fruit.
  4. I feel your pain KuroShiro. I really enjoyed the game; it looked and sounded great, it was funny, and it was fun, and I don't regret backing. But it was easy, and quick, and I think I know why. Ultimately you can brute force any adventure game. Apart from the odd timed puzzle or maze, the solution to every single problem is to say the right thing to someone, look at the right thing to set off a trigger, or rub two or more objects together. So the problem isn't that the Broken Age part 1 puzzles are easy, it's that they aren't obfuscated. In what we think of as classic adventure games, the required interactable items made up a surprising small proportion of all the interactable items in the game. Not only did this make the world seem fuller and more alive (another problem Broken Age suffers from, in how streamlined it is) by hiding the linear path, it meant that you had many more possible solutions to consider. Take any seemingly bizarre monkey island or grim fandango puzzle, then remove all of the elements in the world not directly required for solving that puzzle, and I'm guessing most people who'd been stumped for days and nearly given up...would figure it out pretty quickly. It's my contention here that people don't get stuck because they can't figure out to use a monkey's tail as a wrench, but because they're too busy trying to get the toolkit just out of reach, or use the incorrectly sized wrench they already have. It's the double edged sword of classic adventure games, that what we like about them the most is what most infuriates us. Double Fine have avoided that problem by streamlining (there are no toolkits, no wrong wrenches, only monkeys with tails), but have lost the allure of classic adventure games in the process. I have to point out though that the riddle to get into the Dead Eye God's Pyramid was exactly right, at least how it played out for me. It took me a while but I worked it out and felt great about that, but then I couldn't find the item in the world to show to the guards. This was frustrating and I got stuck, because its location had been obfuscated. When I thought about it a bit more though, I was able to reason out/check every room for where I might find the item, and then I got to feel clever for figuring that out too. If I'd had the item in my inventory because I accidentally solved the puzzle earlier to pick it up, I wouldn't have gotten stuck, but I wouldn't have been able to figure it out, because like with the other puzzles I would need a monkey wrench and only have a monkey in my inventory. With less options the right one, even to a complex puzzle, becomes obvious.
  5. I'm actually quite glad of the accidental leak. Normally we would be with those people on the other side of boundary; we'd long for and finally see leaks and prototypes, and then either be really disappointed or excited about something that might be very different in the final product. Because we usually only have the small scraps of information, or specially created trailers aimed merely to advertise the game, we pore over and dissect them much more than is necessary or useful. It's one of the great joys (when it goes well) and curses (when it misrepresents the final product) of being a gamer that pays attention to studios and future games. I think then that this was good because it demonstrates how frustrating it must be for developers, whose footage is leaked, to then read the good but incorrect, or bad and disappointed criticisms that don't really even apply to the game they're making. Where normally we would be desperate for clarification and more information, having found ourselves on the other side of the boundary we want to shore that boundary up and try and ensure no further leak ever happens ever. Ultimately I think leaks in general are a good thing; it could potentially sour someone from buying the game, but even in the worst case (for the gamer) when the hypothetical super perfect game they conjure up in their minds based on a few seconds of footage or a piece of music, turns out to not be the game they've actually bought, it's still stimulated their imagination in that way, such that they can enjoy the feeling of how that game would have been. Sometimes the hype before a game comes out, and the discussions about it with friends, can be even better than playing the final game itself, and usually (given the playtime of most games), lasts longer, and I don't think this is necessarily a depressing thought, but something to enjoy alongside the final product that is the point of the whole enterprise. That aside, I'm very much enjoying these updates. Well done to whoever organised this at Double Fine, as well as those writing; the information is presented well, with various levels of detail so those who are more or less interested in each aspect can enjoy it, and appropriate and usefully referenced materials. An especially big thank you to those people charged with actually writing up these updates, as that's a whole extra job to be doing on top of everything else, and they're doing it very well.
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