01-09-2007, 03:20 PM | #41 |
The Greater
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So we finally find out that Max carries a P-38? Hmmm. always looked more like a Luger in the comics. What is Sam's gun supposed to be, though?
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01-09-2007, 03:23 PM | #42 |
Jef Costello
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Good effort, Telltale! But please stop treating us like retards and give us some challenging puzzles.
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01-11-2007, 03:14 PM | #43 |
The Dartmaster
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01-11-2007, 09:07 PM | #44 |
An Over-achiever
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Actually, it IS a Luger. I can see that little cylinder thing on the top of the gun. The P-38 is somewhat derived from the Luger but doesn't have the cylinder thing. In the game, it's not that heavily rendered...
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01-13-2007, 04:27 AM | #45 | |
Jef Costello
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Quote:
Heh! Guess I should have seen that one coming... Anyways... Thanks for the welcome, Jake. I used to be an active member over at the Mojo forums and on good 'ol #monkey-island back in the day. Went by the nickname Oystein (which coincidentally is my first name). Man, that's a long time ago. I suddenly feel old. Back on topic: But seriously, I really hope Telltale will crank it up a notch puzzle-wise for the next installments. I like all the other aspects of these episodes. Get your s h i t together, Dave Grossman! |
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01-13-2007, 07:04 AM | #46 |
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Hey. I remember you.
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01-13-2007, 07:03 PM | #47 | |
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Quote:
http://www.telltalegames.com/forums/...ead.php?t=1232
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01-14-2007, 10:48 AM | #48 |
Schättenjager
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I think puzzles are just fine for fun as like how they supposed to be,due to epis. concept and chic.No stupid pixel hunting,no mazing,no mouse hovering etc..expecting to see hard puzzles(who doesnt like Myst style ) from this game nothin but nitpicking.
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01-14-2007, 11:16 AM | #49 |
LA-S-LE
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What puzzles me is why all the players who enjoys adventures like Syberia or Dreamfall, always conclude: "If you want hard puzzles, go play Myst". There are lots of classical inventory adventure games that involve good logic, but requires you a lot of thinking to solve puzzles. Heck, take some obvious examples, like Monkey Island, or Gabriel Knight, or the original Sam&Max for that matter. No that had puzzles. New S&M are not adventures.
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01-14-2007, 12:55 PM | #50 | |
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Quote:
Spoiler:There was no thinking involved there, just mindless tedium. More examples of mindless tedium in Sam and Max: Many puzzles involved trying out everything with everything, not "good logic" to me. Spoiler: Last edited by Melanie68; 01-14-2007 at 12:58 PM. Reason: Added spoiler tags |
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01-14-2007, 02:58 PM | #51 |
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you should have known
Spoiler:there was an internal logic to that game that if you followed all those "Wacky puzzles" made a lot of sense and you started to play accordingly.. I miss using Max for crazy stuff..
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01-14-2007, 03:01 PM | #52 |
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I'm being kind of a spoiler tag nazi. I'm sure the vast majority of people who are playing the new Sam&Max games have played Hit The Road but I like to be on the safe side.
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01-14-2007, 03:03 PM | #53 |
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yeah you dont wanna spoil a game that came out 14 years ago
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01-14-2007, 03:09 PM | #54 |
capsized.
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Do I finally get to flirt with Sybil in this one...?
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01-14-2007, 03:10 PM | #55 |
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01-14-2007, 03:18 PM | #56 | ||
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Quote:
Quote:
Oops. Well, hopefully, my insertion of the Dave Grossman quote somewhat qualifies as remaining on the topic of Situation: Comedy... Last edited by numble; 01-14-2007 at 03:24 PM. |
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01-14-2007, 03:40 PM | #57 |
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numble
The puzzles you mentioned had good logic in the context of universes they belonged to + involved a little thinking. In this case we've got clear logic, but no thinking, no need to explore the little universe fot some hints, because everything is so clear. I think if episodic S&M had the same puzzle design as the original S&M, it would've been a much better game. Personally, I think Dave is not right here. As a designer he started to repeat himself (collect three items/ perform three actions to get a result), while original S&M was original in every respect, and with "using Max as an inventory item" too. |
01-14-2007, 03:45 PM | #58 |
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'Tis alright. It's an interesting discussion. It's certainly comparing puzzle design between the older game and the new game. I just didn't want to veer off too far to just HTR (and I may have sounded too dictatorial which I don't want to be).
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01-14-2007, 03:46 PM | #59 |
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I love new Sam&Max! Nice and easy, I hate being stuck on some obscure puzzle forever. Keep 'em coming Telltale
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01-14-2007, 04:14 PM | #60 | |
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Quote:
I'll talk you through one of my examples, but it really applies to all the puzzles I mentioned. Spoiler: And this is the same design as the major puzzle in the first act of Monkey Island, the first act of Monkey Island 2, Year 2 of Grim Fandango, and who knows how many adventure games. Go with what works, I say... and spend more time concentrating on the writing and humor. Though I will say that the Sybil puzzle in Culture Shock and the many verbal-based puzzles feel very innovative to me. |
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