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About Silarn

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  1. Right - and I do think 'Plague Dam' = 'Quarantine Zone' sounds probable - but childbirth isn't that predictable and 14 is young to be having a kid - for either sex. Which is why having babies being awakened from cryogenic sleep seems likely to me. If there are just a bunch of people that are descendants of the abducted girls and boys, how do you guarantee 14 years per kid - and wouldn't there possibly be more than one kid? Fourteen years with that regularity just seems to need further explanation of some kind.
  2. That's roughly my theory at the moment, though there are some small hints that some people may know what's going on. Still leaves the questions, why every fourteen years? Purposeful intent by tech civilization? Computers gone mad? Babies stored cryogenically? What exactly is the Plague Dam? Is Tim cackling with glee that we all have exactly the wrong assumptions he's hoping we'll have?
  3. Yes and no. You can easily figure out 'hey my head shrinks when I go through teleporters' (since it's announced to you the first time you do). It's also easy to figure out that you might be able to fit your head into the too-small-helmet and get into the area that doesn't let you by because the helmet machine isn't working. And I don't see anything particularly wrong with that. You still wont be able to 'complete' the puzzle without first talking to Marek and getting the dampener, at which point you'll know why you need to get in that room. But the puzzle is laid out pretty organically for you there. It's not like you just accidentally put the helmet on your shrunken head and accidentally walked into the room with your tiny-helmet-head where you happen to need a replacement helmet. Somewhat unfortunately, there are only three doors with only two connecting circularly, so all you really need to do is go through one and wander around until you get to the other - and then go through the middle one. So it can be 'solved' without actively trying to solve it - even if it may be a goal in the back of your mind. But I don't think that's really 'accidental,' since at that point you should be aware that there's something to figure out, even if you're missing some pieces. Sounds like fairly old-school puzzle solving to me, even if the solution is pretty easy to figure out. You don't need a character to tell you why you have to solve every puzzle to figure out there's a puzzle to be solved. G's on the other hand - can be solved by falling through a hole before you even know you can fall through a hole or that it could possibly be a solution to a puzzle - which also skips a whole character scene and dialogue. So there's clearly a problem there.
  4. Keep in mind, Marek is definitely trying to always leave one 'creature' behind each time, and Shay bullheadedly wants to get all of them. That being said, if it was really important to always leave at least one, you would think Marek would have prevented it from happening somehow. Which tells me that he was somewhat surprised as well by what was going on. I think Marek is still following 'the same old script' as it were - which Shay might have continued if he had 'stuck to the plan'. Assuming that there is some kind of society where Shay is from, stuck in routine as much as the people on Vella's side. (Though it could always be some kind of crazy computer loop with cloning or something.) One way or another, it does pose the question: Why is there another technologically advanced civilization on the planet when the rest of the cultures appear to be mostly without modern technology? Some if not most of this technology may be 'smoke and mirrors,' considering the elaborate scheme Shay is unknowingly involved in, but clearly not all of it is. I'm less and less inclined to believe that they crash landed from somewhere else - or if they did, possibly the other people on the world are ancient descendants who forgot the old technology. The computer systems from the original ship may be setting up this elaborate ruse to continue its mission of 'finding a new world.' Or something! Now I'm going into speculation rather than pointing out game clues. I'll have to play through one more time soon and try to actually write things down when I notice them, because I think there are more small things that's I've already forgotten. (But I do think people are way too obsessed with Soylent Dreams, which I'm 99% sure was just a joke reference.)
  5. Oh, I did a replay post official release and thought I noticed some other things, which have been mentioned before. There's the father orb telling Shay that he "felt the same way at his age", which is another indication of the repeating cycle going on. Part of me was a little curious if the computer mom and dad were really computers, or yet another act. Alex is another slight enigma, as he clearly describes a similar situation as Shay, yet does appear to know slightly more about the inner workings of his ship. Someone on I think a Destructoid forum also brought up some connections I hadn't noticed earlier. The "Mog Ships," purportedly on project dandelion meant to find a new world, is referenced on Vella's side as 'plucking a few flowers' as he passes by. This does suggest that there may be some who actually understand what's going on. Either that or it was a convenient way for Tim to create some early parallels and foreshadowing to tie the plots together... I do think computer mother's surprise had something to do with the abducted girls, rather than anything more sinister. It will be interesting to see what happens there with Vella.
  6. As I've already mentioned, my biggest part with getting stuck was the peach for the riddle - because I had never picked it up in the first place. It just took me a while to backtrack and find it after exhausting my brain looking for a solution elsewhere. I think this is because Vella never had to use items from other areas to solve puzzles previously - at least not that she wasn't forced to take with her. That being said, on my way back I found one more item I had missed in Curtis's house - so that was good. Next longest was probably just finding the knife in Shay's area. I look around far too long in every other room - trying to climb the ice cream, looking at the fake controls. Somehow just missed the knife on the table. Beyond that, most of the actual logic based puzzles - while enjoyable - did go fairly quickly. Just a minute to find the right star chart and maybe two attempts to weave the proper symbols - a minute to think about jumping down the hole for G's. Actually, it did take me a little time to actually give the sap bucket to the not-mayor. I kept thinking I had to throw it into the sand or something. lol. And it took me a few minutes to think to attach the shoes to the ladder.
  7. Actually, since I had completely missed the peach going through cloud colony - and of course had none of the peach related dialogue to give the solution away - I thought it might have something to do with the tree. I mean we have a lumberjack cutting trees, trees can regrow from stumps (or seeds), etc. Mostly it just took me forever to finally get around to backtracking and finding the peach. At which point it was obviously the solution, because nothing else was left.
  8. Yes and no. Google might cross reference IPs (frankly I'm not sure that they do, but they might) and attempt to track you across all services that use GA, but - at least for the web - the javascript which actually sends data to the GA servers is totally public. You can expand it and see exactly what it's doing and how and what information is automatically sent. (If you wanted to, you could even browse the site code and determine what an individual web developer decided to send via GA.) And the actual metrics are limited. For the web, at least, it will track what URLs you visit by default. The web developer can also choose to send along data to any number of events - say, clicking certain buttons or completing orders. You can also send information about orders - such as total sale numbers and which items were ordered. You can also create a limited number of what they call dimensions, which can send some basic custom data. But again, it's fully against the TOS to track information that is personally identifiable. Yes, using their browser cookie they can determine what sites you have been on and pipe in some targeted advertising, and they can easily make inferences about what you like. So if that bothers you, I understand. (Though if that data comes from a game, there is no cookie - I'm not sure how the new UA features work precisely on non-web interfaces - or if they can even connect different apps on the same computer.) Having your credit score impacted by GA would be a bombshell though, because that would mean not only did they collect that info but they transmitted some kind of data to banks and/or credit agencies. Neither consumers nor businesses using Google's services would be terribly happy if that happened.
  9. Just to chip in, as far as I know you can easily buy a game on Steam for any supported system from any other system. You just can't download and run a game which doesn't have support for your current system, just like you can't install a PC game on a Linux system off of a disc. But if a game works on multiple systems, you can download it and run it on those systems. Anyway, if you absolutely must download another OS version of a game, you can always run a simple VM to download those versions. Easy for Windows (use Wine) or Linux (it's free) - a little harder for OSX.
  10. There is no explicit standard defined anywhere as to what an 'old school adventure game' is, in terms of difficulty or precise design. There are really only some general guidelines as to how those games looked and played. I don't particularly see difficulty as an absolute in that definition, either, seeing as how difficulty ranges in all games, including classic ones. Thing is, it's a 2d game where you explore a series of rooms, collect a mishmash of items in an inventory, talk to varied characters, and overcome a variety of obstacles by interacting with all of the above. Those are the roots of the classic adventure game, and that's what Broken Age is. Agreeing or disagreeing the level, quality, and enjoyment is always going to be a subjective opinion and can't really define what the game is or resembles. Inventing qualifications for a project which did not explicitly state those qualifications is, in effect, rather silly. Personal expectations do not create reality. Beyond the difficulty of the puzzles, most the big gripes about the changes to the user interface from typical control schemes were discussed well in advance of now and shouldn't be much of a surprise. Ultimately, while delayed and fragmented, the stated goal of the project has been (half) achieved (as it is still in progress), unless you can find a judge who would rule otherwise in a court of law. You are, of course, fully within your rights to express dissatisfaction with your wallet for future projects. That's a privilege we all share!
  11. There may be a slight disconnect there, but I think Car'l's character is also supposed to be rather manic. I mean, within a single conversation option she can go from bubbly to 'oh god everything's ruined'. She just kind of up and down as a character, emotionally. Though there may be some small animation bugs in there.
  12. I benefited from having fallen down the hole in the first Meriloft area as well as that being my last area explored. So at that point I purposefully gave those holes a wide berth. But I definitely see how frustrating it would be to accidentally solve that. It was one of the puzzles I enjoyed, because even though it only took me a couple minutes to get that 'aha' moment I did feel like I had to figure it out - and there weren't any heavy handed hints from what I remember. It's just difficult, because a lot of the potential solutions to prevent accidentally solving it would make the solution more obvious after the fact. I do like the cutscene idea. Like maybe you see Gus fall and go down to talk to him automatically. But not easy solutions to implement.
  13. Well, if we're to take Alex's comments at face value - that he has been there for 300 years, etc, because his planet was dying and they were looking for a new home. They may have had this idea in the past, but the mission failed and they decided on another course of action. Perhaps others are there, where Shay and Alex are from, and in order to preserve their society, they created an elaborate scheme to abduct girls from the local villages to bring back each time a boy is born. I'm not sure why so many maidens would be needed or why there is one boy every 14 years etc. Perhaps the whole thing is some kind of leftover computer system following an old order to preserve the race (though that is pure speculation, and clearly Marek is somebody). After X many years, the villages gave up fighting, unable to 'defeat' the ship-monster of their own devices. Though perhaps the ship has also been able to identify real danger and flee before being disabled in the past. (And maybe Vella's grandmother was from that other society and convinced them to go along with the sacrifice ceremony to prevent conflict, though I'm not sure about that.) Okay, that's enough wild speculation for now.
  14. Mixed bag for me. Enjoyed the game, and there were points where I was stuck. I do think we could have been forced to explore a bit more in many cases. Pretty often you have what you need to solve the puzzles before you get to them, unless you happened to simply miss an item while exploring. (This is really the only time I was stuck for a while, since I missed the item you need to solve the riddle and it took me quite a while to eventually backtrack all the way and grab it.) There were also puzzles that I was pleased by the need for a little logic to solve, even if the solution came fairly quickly. Maybe my lack of super hardcore (rather just experienced) point-n-click skills are showing, since a few of my leaps of logic wouldn't have mattered if I compulsively tried to combine every item I got every time I got an item. Mostly I did that the two or three times I got stuck for a few minutes (or 30, for that damn riddle). And there were definitely a smattering of red herrings in the game which I wasted time on. The one big critique that does resonate with me is the pacing - in certain areas of the story and with the hints. I was intentionally trying to take my time and savor Shay's opening act, but almost immediately the game is fast forwarding time. In fact, I found it rather bizarre how surprised Shay seems to be the first time in each scene, since he's obviously been through these things before you even start playing. I wish the initial scenes were actually a bit more drawn out - to accentuate the fact that they start to fast forward later on - gently pushing you to 'break the cycle' rather than practically screaming it at you. I actually found Shay's 'I've got to get out of this cycle' boringly redundant. But now I'm kind of straying from the point of this poll a little. I do believe the need for a little solving could be increased by removing many of the often excessive hints - or having some logic in there to dole them out only after being stuck for some amount of time, etc. However, for the first half of the game it was not that bad. Could it have been slightly harder? Yeah. Remove some hints, maybe require an extra step before you can pick up certain items. But I don't think it needed to be a lot harder - not yet.
  15. Google Analytics uses cookies to attach a unique identifier to you as you browse the web, assuming you use the same computer and browser regularly. It does track user location down to the city level. I'm pretty sure that it does not actualy store IP addresses - at least not in the GA data. It is expressly forbidden by their terms of service to collect 'personally identifying' information. Storing emails, names, a date of birth, or even gender are not allowed. (Though newer features do exist to allow Google to 'infer' this information based on what kind of media you are consuming or what products you're buying.) Mind you, Google may themselves collect this data - but people using GA are not allowed to do so. What Double Fine is mostly likely doing is setting up locations and actions in the games whereby a specific event is sent to GA. GA allows you to create funnels of 'likely steps' to get from point A in a system to point B. It can then visualize the path taken by any unique user through that chain of events, which allows Double Fine (or any other company implementing a similar system) to figure out who is missing a certain item or hint along a typical path, how many people are diverging from the 'assumed' path to completion. In other words, they can see just how many people get to the riddle in Vella's story without first finding the item required to solve the riddle. They could also see how many times you were grabbed by a snake, etc (which would be an amusing statistic). I find it unlikely they are collecting any info beyond actual game events.
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