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Same concept were over experience you learn which command beats another command to gain the upper hand in a fight. The cookie puzzle in Still Life was probably one of the most frustrating as there was no feedback or clues provided to the solution. The other Still Life puzzles I thought were perfectly fair and reasonable. The Lockpick puzzle was an excellent puzzle where the feedback was plain to see when you touched certain bits the same bits moved. It was just pattern recognition - I loved it. The Spider puzzle I managed to do very quickly and as such didn't have a problem with it, but I could see how it might be frustrating. |
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Also, does anybody know if the organ sounds the same in RealMyst? As I recall, the organ tone was kind of lame in the original myst. Quote:
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Yes, is there an easier way? If so, then I'd like to know because I haven't played the game for over a week now as it's really frustrating to keep getting zapped by those bloody lasers:crazy: |
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in first BS, puzzle with a goat.
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Hmm. Are we limited to just graphic adventures? Because IMHO no puzzle causes the sensation of your soul being sucked out with a straw quite like the Babel Fish puzzle in Hitchhiker's Guide to the Galaxy.
Peace & Luv, Liz |
What about the damn submarine section in "codename: Iceman" ?
Never has a puzzle made me want to stop playing. I have yet to complete that game. |
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Any puzzle that makes me search through a walkthrough - because at that point I feel like the puzzle doesn't fit the game and it's a disappointment. Usually these are action elements that are really badly integrated. It just spoils the flow of a good game for me and I wish more designers would either let you bypass or set low action/high puzzle content. Otherwise I like spending time trying to figure out a difficult puzzle if it makes sense in the context of the game.
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Sanchio's island
For me at the moment there are two frustrations in Sancho's island (see http://www.sanchoisland.com/index.php). I (Sanchio) have to move a cart, but to be able to do that I first have to remove the rope that acts as a brake for the cart. I can't do that by hand, so it's obvious to try and cut it. In my home there is a sharp knife at the kitchen table. Sanchio refuses to pick up the knife. There is also an agitated dog in the village. I have a chicken in the kitchen. What is more logical than trying to occupy the dog by giving it (part of) the chicken to eat? But Sanchio also refuses to pick up the chicken. Things like this cause me to grab the walkthrough. Unfortunately, I couldn't find a walkthrough for this game on the Interweb.
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There seems to be a lot of hate for monkey-combat. I have to sort-of-disagree and say it was a funny idea (and not very hard) but it should have been a lot shorter; it just felt like busy-work in the end. And the final puzzle was clever - although I guess it was unfair to expect you to keep your notes
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I dunno if to mention monkey wrench from MI2. I had no clue what to do there without a walkthrough.
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Pretty funny "Monkey" = "monkey wrench" |
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In french. Nah. Manivelle != Singe. Oh wait, I guess he was called Manny. Manny-velle. Duh. 10 years later, Ninth sees the light. |
i was playing still life last night... after all i'd heard about the infamous cookie puzzle, i figured it out after about 3-4 tries..
now that damn lockpick puzzle! i played with it for around an hour, and then had to check a FAQ before my head exploded. i hate cheating, but sometimes it must be done! |
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Oh, and don't listen to Ninth, he's just making things up. ;) That damn monkey was called Jojo in the French version too. I ought to know, my Dad found it sooo funny that the pianist we had been expecting since part 1 and that bore the same name as me (well, that would be a nickname for me) was actually a monkey --- you have no idea how long he teased me about that (senile old man). :D This puzzle gets another 3 :r's from me for that. :shifty: |
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i'm too lazy to take notes. or, more accurately, i don't think i like still life enough to bother. |
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