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crazyman

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Everything posted by crazyman

  1. As an extra/bonus footage would it be possible to release Tim's unedited pitch to the team that was (all too) briefly seen in Episode 3? I would LOVE to see that.
  2. Definitely this. Broken Age is one of those titles that have a LONG SHELF stability and even 5 years from now will still see strong sales more compared to something that needs to hit HUGE at the time or people move on. It's art style and game play will still be of the toppest quality for a long time and not have much new ways of doing things that people will not look to it. Dude it's not even in the top one hundred on steam. Its legs didn't last five weeks never mind 5 years.
  3. Maybe but it doesn't live up to Gemini Rue, Resonance or Primordia either, recent (classic-like) adventure games I only played a year or two ago.
  4. The burned out wires on the Hexipal. 1.) It required the player's attention but it wasn't obtuse. No character said "Hey, you should look at x to solve y" but neither was the clue hidden in the background to be easily missed by the player. 2.) It iterated on the player's previously picked up knowledge 3.) It fitted well into the world and story. It was neither too obvious nor too abstract or ridiculous. Whoever designed it deserves a lollipop.
  5. In game it isn't really that much of a spoiler or revelation as by the time we get to Mom we've already met Dad and know she's real and on the ship.
  6. Thanks. That's a bit disappointing, I was hoping to go through both characters' parts separately like in Act 1. That's the way I flow.
  7. I'm not going to be specific here to avoid spoilers but if you've played it you probably know what I'm talking about.
  8. Just a small correction, Spacebase was NOT Kickstarted. It was funded by Indie Fund and initially sold as "Early Access" on Steam. It was updated frequently with new features and eventually a 1.0 official release build was created. Come on now.
  9. It is amazing how little a team of highly paid professionals gone done in a year.
  10. Are you secretly mad that Double Fine can't release this on the Xbox One? Microsoft has a sanction in place that prevents publishers releasing titles on the Xbox One if it releases on another console first. Double Fine, on the other hand, has full control over the release of this title, and likely saw additional PR by releasing it on Sony's PS4 and Vita. Er, no. Hello, I backed the game for a PC release and I have already played half the game on PC. Why on earth would I want to play the game on the Xbox One, a console I don't even own? This is not about petty console wars that I couldn't care less about. This is about the PRINCIPLE. DF getting in bed with Sony with BA is completely the OPPOSITE to the spirit in which this game came to fruitition and only the most loyal die hard fans could be blind to that.
  11. Shamless by Double Fine. This was a project SOLD and FUNDED in the spirit of an INDEPENDENT production (not to mention as a old school PC adventure game but let's not go over that old chestnut). Now they've sold exclusive rights to Sony - the height of disgusting, vile, insidious COPERATE shamscabbery. Double Fine have taken a beautiful, organic gestures from their fans and fans of independent media and whored it to a devil of coperate evil. Excuse me while I throw up.
  12. I think that word does not mean what you think it means. I know perfectly what it means. For example, "Objectively, The Princess Bride is nowhere near as good as the swashbucklers it is parodying."
  13. These are not valid criticisms (and neither is feminist criticism). Valid criticisms can be used to make games better. Making certain groups more comfortable is simply pandering and had no baring whatsoever on the objective quality of the game.
  14. I don't see how that's relevant? The pitch was different, the year was different, the rewards were different and the entire project was different in several important ways. They have in common both being kickstarter pitches for adventure games from creators who haven't made an adventure game in a while. Aside from that, they're markedly different propositions. To briefly return to this topic, yes - I'm still not backing this because it still hasn't excited me in the same way DFA and other kickstarter pitches have done, and there are parts of the pitch I specifically dislike. But I continue to be interested in the project as a whole, and so I'm trying to contribute constructively to the continuing conversation. Answer the question please. See above post, please. I don't owe you answers. I tell you what, if you really want to know I'm sure you can find the answer somewhere in my post history. Otherwise I'm not humouring what, based on this response, I can only assume is a childish attempt to accuse me of hypocrisy or something. If it isn't, please clarify, and then I will be happy to discuss further. I just want the facts, ma'am.
  15. I don't see how that's relevant? The pitch was different, the year was different, the rewards were different and the entire project was different in several important ways. They have in common both being kickstarter pitches for adventure games from creators who haven't made an adventure game in a while. Aside from that, they're markedly different propositions. To briefly return to this topic, yes - I'm still not backing this because it still hasn't excited me in the same way DFA and other kickstarter pitches have done, and there are parts of the pitch I specifically dislike. But I continue to be interested in the project as a whole, and so I'm trying to contribute constructively to the continuing conversation. Answer the question please.
  16. Huhm. So much for us 'fake' lovers of adventure games that like the new stuff, too, eh? Also it's interesting that they'd use the word 'cruft' to describe things that modern adventure games have done, when that's the same word that Ron Gilbert in a not-so-old blog post used to describe verbs when he was talking about how he'd approach Monkey Island 3. It feels a bit cynical, a bit dishonest. --- And it's not like I say this stuff blithely. It genuinely pains me not to be backing a project like this. I love adventure games, and Ron Gilbert was primarily responsible for the games that got me into the genre. I expect I'll buy it and play it when it's out. I hope that I'll even enjoy it. But I just can't support this approach, this approach which seems wilfully unambitious in a way that those old games never were. How much did you back DFA for?
  17. DF will always be in trouble as long as they continue with the bone-headed idea of being based in San Fran. A small indie developer cannot operate successfully on wages of $10,000 a month PER employee.
  18. Things I learned from this episode: 1.) Tim can't take criticism. 2.) Tim doesn't understand publicity and he underestimates people's attention span. Having reviews go up 2 weeks before something is out is not going to hurt sales. I'm certainly not going to buy a game on release day if there aren't any reviews available. Hype and word of mouth only build over time. This is one of the reasons why Disney (if they feel they have a special movie on their hands) and in particular indie movies release in limited theatres for the first couple of weeks. Oscar films are screened early for critic to generate buzz months in advance. No Oscar contender is going to be screen a day before the deadline. Let us not forget that most games are not released worldwide at the same time and this does not affect sales in other countries. You only have to fear early reviews when your product is bad. 3.) DF are still trying to deny the fact and retcon it out of existance that backers backed an OLD SCHOOL POINT AND CLICK ADVENTURE GAME. Not a modern one. Not one "as if they have continued to make adventure games since GF". 4.) The incestous relationship between the game industry and reviewers is deeply disturbing. But we already knew that, it was just interesting witnessing it first hand behind the scenes.
  19. Of all the DF prototypes made available to the public this feels like the one closest to a full game (game breaking bugs and expected minimum content aside). Double Fine would be foolish fools not to make this a full game.
  20. Here's hoping the combat is a huge improvement. Apart from the final boss you could beat CQ but mindlessly pressing the standard attack button.
  21. They stole all the puzzles for Broken Age.
  22. The cursor should totally be a hammer and sickle, if possible.
  23. Being well paid is offset by the fact that San Fran is one of the most expensive cities in the world. It's insanity to me that a small-ish indie developer would set up there. DF games will always cost more than they should because of their location.
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