01-17-2004, 10:37 AM | #21 |
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I personally felt that the words written in the GK review didn't quite match the 5-star score (with which I agree wholeheartedly, I can't say enough great things about playing this game). There seemed to be too many negative statements to all of a sudden five it a 5-star score. But I'm glad you did.
And that snake scale comment is fairly nitpicky. There's gotta be a certain suspension of disbelief involved in these games. I'm surprised you play a lot of adventure games, Bastich, if some small detail like that stops you from completing a game.
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01-17-2004, 02:02 PM | #22 | |
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I opt for no rating system. That invites people to read the actual review and not get biased by some score put next to it. It is also a time-proof system and is not prone to differ anything between reviewers.
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01-17-2004, 02:34 PM | #23 |
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Thanks, ragnar. I was really starting to wonder if that post had fallen into a vacuum and nobody had really read it or grasped the point.
It's refreshing to agree with you on something. Hrmmm... and yesterday I agreed with remixor. Have I slipped into some bizarre alternate dimension? hehehe
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01-17-2004, 03:43 PM | #24 | |
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Re: The snake thing... I think the designers knew that snakes don't loose scales. It was meant as a joke/nod to the film Blade Runner, in which Harrison Ford tracks down a replicant by finding a scale from their snake...
I've actually seen a few games that include a snake scale clue (usually a red herring) as an in-joke to this movie (and the criticism from the time of the film that such evidence is ridiculous). BTW, thanks for mentioning my site for getting GK1 running on XP! Quote:
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01-17-2004, 04:03 PM | #25 | |
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01-17-2004, 06:49 PM | #26 | ||||
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Some of them would be: 1) Somewhat un-original and cliche story. GK is the result of the tail end of a Voodoo fad that arose in the late 80s due to the publishing of the work of Wade Davis, an ethnobotanist who went to Haiti to research the properties of the ingredients used to create Voodoo "zombies." His book, The Serpent and the Rainbow and its follow-up, Passage of Darkness: The Ethnobiology of the Haitian Zombie greatly raised interest in the topic of Voodoo and rushed in a bunch of horror films, the most notable of which are The Serpent & the Rainbow and The Believers. There are other adventure games that have far better stories, and were far more original and unique for their time period. I wont even get into critiquing individual story elements. If you disagree, I just have to point out that one of the movies involves showing Gabriel being put into a coffin with a cross on it, a straight rip from the SatR film. It was more than just coincidence... Spoiler: 2) Interface design. If I recall correctly there are 9 icons to toggle through including the item icon. It was actually far easier to just go up to the menu and select the icon than to bother right clicking through all the excessive icons, negating the whole point of being able to do so in the first place. Many of them are redundant and unnecessary. I don't think I ever needed to use the move icon in the entire game. It was interchangeable with operate in the few occasions I could use it on something. In fact, I think the only reason it was there was so that you could click on Grace and get the witty line about moving that wall of ice... It was, again, rather stupid to have two icons for dialogue when there is such little reason for it. It was also annoying to have to use different icons to leave a screen, based purely on something so inane as whether the door is open or not. The mummy scene wasn't a big deal to me, but considering I wasn't using anything to slow down my 2.8Ghz processor during that scene, Gabriel traveled by quantum leaps, while the poor mummies had to trudge along. It sort of made that scene rather easy for me. I'm sure I would have something to say if I had to play it the right way though. 3) Dialogue System. The game went out of its way to provide you with tape backups of all the conversations, yet they didn't bother to remove all the dialogue dead ends from the choices screen. Considering how dependent the game was on dialogue triggers, this was just annoying to wade through. I also found myself just clicking on all of them now and then just to make sure I didn't miss one. What a waste of time. There was sometimes little reason to know who was going to be the one to give you the dialogue trigger either, resulting in just talking to everyone until it happened. This took me out of the story and slowed the game pacing down. It also bored me because of having to revisit the same locations over and over and over again every time I got one more dialogue question. Am I playing a game, or reading a book in a really annoying fashion? 4) Puzzles. I have already mentioned the fallacy of the snake puzzles. The puzzles overall, were rather easy and un-challenging. Some were just plain lame and rather forced. Spoiler: 5) Movies. Do I really have to watch the same movie over and over and over again every single day with a few extra seconds added each time? I didn't find a way to bypass them either.On a semi-related note, the comic book included with the game gives the whole story away. I advise those that haven't played the game to NOT read it. It ruined it for me. 6) The female narrator was totally out of place and ruined the immersion for me. Why the hell is someone other than my character describing my surroundings??? It was just stupid. There seemed to be little rhyme or reason between when the narrator spoke and when Gabriel did also. This was just a bad choice IMO. I could go on with the voice acting and others but I think I have made my point... The snake fallacies were NOT my main issue. Just one of many I chose to make light of at the time because of my personal agenda on the issue. |
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01-17-2004, 06:56 PM | #27 | |
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Anything more is for ranking purposes. When it comes to ranking, I think more gradations are better. As for bias, the system doesn't matter as you say. But it is more meaningful when comparing reviews from the same person. I happen to think a 5 point spread is significant. |
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01-17-2004, 07:07 PM | #28 | |
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Spoiler: Your point also fails in that GK takes itself pretty seriously. I wouldn't bat an eye if the game had a different style. |
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01-17-2004, 11:23 PM | #29 | |
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Hmm, nice try? My point? I'm not trying to prove that GK1 has perfect snake science or isn't flawless or anything - I'm just saying that the scale thing was meant partially as an in-joke. And it's not the only one. GK may be serious, but it has plenty of such in-jokes, like the Roger Wilco reference when you look at a mop and bucket... or all the hilarious easter eggs in GK3.
I know I laughed when I first found the scale - and not cause it was bad science, but because it made me think of Blade Runner... regarding the other science issues and stuff, I was not trying to prove anything... and I don't have an opinion on this whole rating debate anyway. Just wanted to point out that one thing. Quote:
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01-18-2004, 04:36 AM | #30 | ||||||
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Bastich, I don’t find the game perfect, but still in my private ranking it’s one of the few that deserves the full score. You may disagree with the final rating, but I think you’re being too nitpicky here.
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Spoiler: I won’t go into the snake issue, as it is fairly unimportant as you said yourself . As for the rest I either agree with you, or think they are too subjective too discuss here (for instance, I adored the idea with narrator’s voice).
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01-18-2004, 06:04 AM | #31 | ||
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The biggest morning paper in Sweden (Dagens Nyheter) never has any rating for anything they review, books, movies, theatre, music and computer games. And they have really good reviews almost all of the time. There should be more publications following their example. But if you don't want to take the ratings away completely, I would suggest having them in the end of the review or some other place not as protruding as it currently is. It is impossible to avoid looking at the score of the review before reading the review and that makes me more biased towards review when I read it and thus I appreciate the review less. Quote:
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01-18-2004, 07:06 AM | #32 | ||||||||||||
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(to Ragnar) As for the mummy scene, that was simply a badly designed action sequence, but that has nothing to do with the interface. Interface-wise, all you have to do to bypass the mummies is click where you want Gabriel to walk. What could be simpler than that? The real problem with the mummy scene is where they required the player to click - completely illogical and frustrating. Quote:
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Gabriel Knight 1 has its flaws, but in my opinion, the brilliance of everything else it does makes it the greatest adventure game I have played to date. A very small amount of changes would be enough to make this game near-perfect for me. I believe it deserves its 5-star rating, and was also very glad to see it appear in Evan's top 20 (I had feared that the inferior GK2 might be chosen as the representative for the series). Being a AGS user, I think a lot about the nitty gritty of adventure game design, and it seems every time I try to think of a good example of how design element X should be done, something from GK1 pops into my head. It's that good! Oh, and Stinger: Quote:
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01-18-2004, 06:32 PM | #33 | |||
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01-18-2004, 07:34 PM | #34 | ||||||||||
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Project Lead: "Were in deep trouble guys, our game is only 10 hours. Marketing says gamers expect at least 15." Animator: "We could slow down the character animations and the character walking speed. That would add a few hours of gameplay..." Project Lead: "We don't even have to create more content! Brilliant! Implement it! Quote:
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01-20-2004, 06:09 AM | #35 | |||
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Spoiler: All in all, we have rather similar thoughts on the game's drawbacks but will have to agree to disagree about overall impression My rating is *****
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01-20-2004, 06:28 AM | #36 | |
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