03-19-2006, 10:52 AM | #21 |
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Broken Sword 3
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03-19-2006, 11:14 AM | #22 |
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Really? Does BS3 have good puzzles?
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03-19-2006, 11:40 AM | #23 |
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Whether the puzzles are good or not is debatable. It certainly has an awful lot of dying.
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03-19-2006, 12:02 PM | #24 |
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The first Gabriel Knight game certainly handled both Dying and Timed puzzled well. I don't think there's any deadly situations until about 3/4ths of the way through the game, so it really becomes tense then (Since you've already developed attatchments to the characters).
Having been raised on Sierra games, I don't mind dying in adventures. In fact, quite a number of Sierra games made it fun to die, since they put a lot of time into creating specific death animations that were fun to watch. There are, however, some death puzzles that are just idiotic. "Walking" puzzles, such as the path down from Mananan's house in King's Quest 3 and the plant/alien thing in Space Quest 2 are really annoying. Sure, they're realistic, but they're also not fun. Like someone said earlier, if it's realistic that you can die, then I support it completely. For example, the Quest for Glory games would be horrible if you couldn't die. Same with the Police Quest games (Of course, there are a few deaths in the PQ games that are aggrivating, like "crossing the street" in PQ2).
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03-19-2006, 12:10 PM | #25 |
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Yeah, Sierra did it okay for the most part, but I swear King Graham was the clumsiest mfer in Daventry. But MAN! KQ6 was one finely made game. I wish I could find the talkie of that game. Too bad Gametap doesn't have it or the VGA versions of QFG1 and SQ.
So is FOA the only Lucasarts adventure that you can really die in? |
03-19-2006, 12:39 PM | #26 | ||||
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03-19-2006, 12:58 PM | #27 |
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Thats why I like Lucasarts.
No dying, almost no timed puzzles
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03-19-2006, 01:01 PM | #28 |
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stepurhan: Yeah, I know, great pun. *whistles* As to the puzzle: I didn't find it that awful , since it didn't take too much time, and I think they focused on the joke there, but - would it really have made a difference if there was no time limit? I remember failing the first few tries - maybe just because I tend to get quite clumsy when it comes to timed puzzles with a lot of clicking. Then again, Monkey Island is all about this style. Obscure, funny puzzles. I found them quite entertaining in the end, but while figuring it out, I was bothered. For me, it's one thing to do some task I know in an amount of time or figuring out something to do in a certain amount of time. (of course, the former option is sometimes the result of latter, but that doesn't necessarily has to be the case)
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03-19-2006, 01:10 PM | #29 |
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Played through return to mysterious island some days ago, and it really irritated me that the game didn't tell me I could die until a stupid robot shot me. towards that point I've only escaped dangerous situations as the big fish monster. Didn't like those puzzles at all, because I'm not that good at aiming and firing at things, one of the reasons for why I don't play fps.. Died at least one time with every robot, besides the one at the mill..
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03-19-2006, 02:00 PM | #30 | |
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03-19-2006, 03:03 PM | #31 | |
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03-19-2006, 03:11 PM | #32 |
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Blackstone Chronicles had really good timed puzzles that ended in death if you were too slow, damn they were tense (like being locked in the sauna coffin, with the heat slowly rising...). Good thing was, if you were killed it gave the option of trying again, and also the option to see a hint or even the solution. So it wasn't frustrating. The only timed sequences I hate are really long ones. Can't think of an adventure example, but the falling starship level in Jedi Knight was frigging annoying.
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03-19-2006, 03:35 PM | #33 |
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As EvilMulder has pretty much said already, this is a game we're talking about here.
I play games to have fun and dying suddenly without some way to not have to replay a big chunk of the game harms that fun. An autosave or replay button would be fine (Prisoner of Ice gave you the chance to replay sections ending in your death) With either of these you wouldn't get advance warning (because the function would operate without you knowing at the time) but you wouldn't have the frusttration of going over however much game had elapsed since your last save.
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