02-13-2007, 04:06 AM | #21 |
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Well, cover my eyes with one of those black boxes used in TV, because I've recently realized the same. After Dreamfall (I know, improvable action) and Psychonauts (I know, improvable adventure), I do not mind some action at all. It's just another element to make the plot evolve, just like puzzles.
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02-13-2007, 04:15 AM | #22 |
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from all the gamecock games annouced this one sounds and looks the most promising to me.
I also hope Hero will turn out well, the last two Firefly games were awfuly dissapointing, one more flop and I will assume all the Impressions talent went to TiltedMill |
02-13-2007, 04:18 AM | #23 | |
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Disregarding the issue of how much action will it contain for a minute, the interview still failed to reveal anything about the gameplay. Is the LucasArts factor and the admittedly cool piece of concept art (it's not a screenshort, is it?) enough to get us excited about a new game?
Because I am. P.S. Quote:
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02-13-2007, 04:33 AM | #24 | |||
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Quote:
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Apart from that, I dunno about you, but Quote:
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02-13-2007, 04:36 AM | #25 |
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Those are parts of the "LucasArts factor"...
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02-13-2007, 05:22 AM | #26 | |
gin soaked boy
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Quote:
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02-13-2007, 07:37 AM | #27 | |
self-distracted
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By the way, by "see further" I meant beyond the "pure-adventure-game with-tons-of-puzzles-and-no-direction-buttons" wall. I know I was once reluctant to jump over it for many years but I am glad I did. Not saying that was lies beyond should appeal to everyone, though.
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02-13-2007, 08:39 AM | #28 |
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I don't think anyone is judging the game yet. We are all just excited about the possibilities. Anticipation is half the gift of a new game received (or rather not received). Anyways, is it really necessary to create an argument on a non-argumentative thread?
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02-13-2007, 08:55 AM | #29 |
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Just to clarify, Larry Ahern was co-designer and art director of CMI, but Peter Chan didn't work on that game. He's best known for doing the concept art for Grim Fandango and the world concept art for Psychonauts (and was also an artist/animator on games like MI1, MI2, S&M, etc.)
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02-13-2007, 09:53 AM | #30 |
Not like them!
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You all know how berserk I get about misclassification. But for the time being (until we're actually told how it'll play), I'm willing to accept his description of "an action-adventure in the truest sense of the word". Because that sounds like the sort of thing I'd say if I had made an adventure whose story happens to involve action. And the story does sound pretty nice.
I'm not looking forward to this, though, since it's a safe bet I won't be able to ever play it. |
02-13-2007, 10:01 AM | #31 |
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Maybe it's a metalude.
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02-13-2007, 01:38 PM | #32 | |
self-distracted
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Thanks for the correction, Marek.
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02-13-2007, 01:51 PM | #33 |
Not like them!
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02-13-2007, 02:29 PM | #34 |
Not like them!
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Just to explain the distinction to the uninitiated:
If the action scenes are non-interactive enough to qualify as an adventure in their own right (as with Fahrenheit), OR the action scenes are disconnected enough from the rest of the game to be considered "mini-games" (as with Snatcher), then it will be an action adventure, meaning that it is an adventure game which just happens to tell an action story. This kind of game would appeal mostly to adventure fans. If the action is very interactive, and is given enough prominence to define the game around it, but there is exploration surrounding it, then it is a metalude, which roughly means that it follows the formula of The Legend of Zelda. (Zelda has puzzles and action in equal parts.) This kind of game could appeal to both adventure fans and action fans. If the puzzles are only present in the context of action gameplay (which would qualify them as a variation on the action game in their own right), OR they are disconnected enough from the rest of the game to be considered "mini-games", then it will be a story-driven action game. This kind of game would appeal mostly to action fans. If there are action and puzzles in equal parts, and there is no exploration to connect them, then it is a mess, meaning that it is too disjointed to establish a clear identity. This kind of game would appeal mostly to fans of bad games. Last edited by MoriartyL; 02-13-2007 at 02:36 PM. |
02-13-2007, 03:02 PM | #35 |
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Mory, by puzzles you mean only a broader semantic such as but not exclusive to dialouge situations, item delivering/collection, and mini-games? Puzzles in their most exclusive sense could be interpreted in a number of different ways. I don't mean to be pesky, but I actually think that your on to something with this definition. It should be posted in some official thread about the genre to prevent any further arguements on the matter.
I am suprised I haven't read it prior to this thread considering your emphasis on the topic. |
02-13-2007, 03:37 PM | #36 | |
Not like them!
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Quote:
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02-13-2007, 03:51 PM | #37 |
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Oooh, ooh, ooh!!
Lookie here! I suppose that's as good a place as any to talk more about puzzles if you'd like. It's just coincidental that I started the thread. |
02-13-2007, 04:25 PM | #38 |
Not like them!
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Wow, Melanie. Good call. Y'know, going by the date it wasn't really that long ago- and yet not only do I not remember any of this, but I actually disagree with a lot of what I said there. Hmph.
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02-13-2007, 05:02 PM | #39 |
Senior Member
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Game Informer has a short interview with Gamecock:
http://www.gameinformer.com/News/Sto...1103.38812.htm |
02-13-2007, 05:07 PM | #40 |
It's just me
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Wow! This is great news!
Another team of LucasArts veterans, well, keep them coming! |
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