Ween review
I liked Ween, I really did, but still I mostly agree with your review.
Yes, Ween is kitch, the inventory navigation is awkward at best, the music and sounds are non-existant, some puzzles are tedious, the side-kicks are mostly useless, the story is completely uninteresting, and the puzzles are mostly very clever and hard as hell, but in a fair way. I'm not so sure about the graphics, though. I liked them a lot, and found them colourful rather than "gaudy" or "jarring". I think is worth noting that you also don't like Goblins 3 very much (perhaps there's a review incoming?), while I love it. This may account for the fact that despite all its flaws I still enjoyed playing Ween quite a bit, when you obviously didn't. To me it's a neat and pretty puzzle-fest, the same way that Goblins 3 is, even if Goblins 3 is clearly the superior game by a fair margin. |
Ween: The Prophecy review
Well, it's just my opinion, but I completely disagree with the review and the final score. Ween, being my second favourite Coktel game after Goblins series, is in need of defence, I see.
First of all, the review doesn't mention that this is a sequel of sort to an earlier attempt in adventure making. It was called "Legend of Djel" and share the same universe and characters. Secondly, the graphics. I was very surprised to see "the graphics are also often unimpressive" in the context. C'mon, it was one of the most impressive adventure games for its time (1992!). The pictures are beautiful and highly detailed, the drawn characters are memorable, and as for FMV - it was new at that time, and the attempt made in Ween was rather good. "The lack of even a single joke" was also a surprise. The game never takes itself seriosly, as a matter of fact. It is all about funny characters and situations. Just remember that little stupid insect, or dragon turned into fly, or wonderful Urn ("I feel merry when I hear word strawberry"). You have a cold heart if these moments didn't touch you (joking) :) There was no mention of alternative paths. There are two moments in the game when you can choose your path, which adds replayability. There is also a maze of sort with different rooms and paths, full of puzzles, and they also can be solved randomly. The puzzles themselfs are very inventive and fun to solve. As a matter of fact, the whole game is played more like first-person Goblins. There are many unique opportunities which were introduced in the game - making of different potions, use of sacred objects (there were actually only three of them, and they were easy to recognise, as they were all made of iron), the help of friends.. The game gets harder near the end, and the puzzles become more obscure. But for the most time they are very fun to solve and, again, surves as a nostalgie for Goblins nicely. I think the conclusions made in the review are unfair. There are very few games of such type and style (and almost all of them belong to Coktel), and it is sad to see that people try to kill them with their sharp word.. But well, everyone has his own opinion. P.S. I just wish Coktel Vision will return somedays to adventure gaming.. Edit: Sorry for the second thread, didn't see the first coming) |
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Ninth
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Woo, feedback! Great.
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I didn't dislike Ween, though I found it pretty forgettable (and tedious at times). But whether I personally liked it or not is irrelevant; what matters is whether I'd recommend it. And I wouldn't, except to people with very specific tastes, and who would be able to forget some of the game's flaws. The only question is whether those people would be able to realize that it might be a game for them based on the review. Maybe I presume too much, but I think they would. |
Kurufinwe
You sure have some good points there, but I'll argue anyway :) Quote:
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The fact that developers of Ween gave us an opportunity to choose paths (even on two occasions) is a big "plus", rather then "nothing important". I see that this is not your type of games. OK. But then can you explain what was so special about "The Secrets of Da Vinci" game wich you rated 4 stars? The game also had a very simple and cliche plot, the gameplay was strongly focused on inventory puzzles (which were far less imaginative then in Ween), there were very few characters with badly written personalities, the graphics was of no importance.. Is it because the game is suitable for today's gamers? |
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(Incidentally, I disagree with your assessment of SdV. I thought the graphics looked great (and not only technically), the music was memorable, the interface actually worked (which is more than Ween can say for itself). And while the plot was not mindblowing, or even memorable, it was fun to follow, with lots of twists, and getting it to unfold was definitely an incentive for playing the game. The puzzles were good, they made sense (an absolute must in my book, obviously) while being reasonably challenging, they had a reason for being there (another absolute must), and served the plot and characterization by giving insights into Leonardo's mind. And, finally, it never got tedious or unenjoyable (apart from the painting puzzle, which is definitely mentioned in my review). |
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Modern standards? As many people frequently point out, not a whole lot has changed since 1992. :D Judging older games is always a balancing act. All AG writers take a game's historical context into consideration, and obviously technical limitations are largely excused (no voices, low resolution, etc.). But a game's defining criteria (gameplay, story, characters, etc.) must stand the test of time to be of any value to gamers today. I'm not exactly sure how this relates to Ween, though. Is there something in the review that suggests the game is being discriminated against because of its age? :confused: |
I can't discuss the merits or lack thereof of Ween, as I have it but haven't played it yet.
But what I did want to say is that I love, love, LOVE seeing these old games revisited in these reviews! So, thank you, AG, for putting them out there. :) In the last few years I've managed to accumulate just about every old adventure game known to man, and it's great to see them being given new consideration and attention in these reviews. It gives me an extra impetus, too, to actually play them rather than just allowing them to languish on the shelf. |
Kurufinwe
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And about the test of time.. I saw plenty of people that started to play adventures with Syberia or smth like that, and they can't play older games because of "bad graphics", "impossible controls", "crazy puzzles" and so on. Quote:
..graphics? Techincally? 360° point of view is ten years old (or more). Beautiful? Gray tones and simple models/animation. It looks worse then, say, Voyage or RtMI. ..music? Most of the game happened in silence or accompanied by simple repatative compositions. ..interface? That's a matter of time. In early 90th it was hard fot designers to find an approriate interface for the game, as the games lost "parser". ..plot? It looks like it was written in five minutes rush. What twists? The plot has no development, and the characters were baddly written and predictable. ..puzzles? They were mostly unimaganitive and cliche. All mechanicle puzzles (and that's not just Mona Liza) were out of place. And "slider door puzzle" in 2006.. I even don't want to talk about that one :) It sure looks good for today standarts, but compared to early games it has no chance. Jackal Quote:
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As I said, production values are one area where we obviously do take a game's historical context into consideration. We won't hold a game's technical limitations against it, for obvious reasons. Any old game will, by necessity, require a gamer to overlook those things. So no one reading a new review of an old game will be using modern production values as a criterion, so nor do we. They will, on the other hand, want to know what DOES stand the test of time. The great games will have a lot, the not-great games won't. Incidentally, there's a key difference between technical and artistic graphic quality. I'm sure Syberia will still be highly regarded visually ten years down the road, long after other nice looking games have been forgotten. The same is true for the graphics of older games. Sure, they're all pixelated messes now, but the better ones have retained their artistic value even after the technical merits have become outdated. The gaudy, jarring ones haven't. :D Quote:
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Jackal
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I haven't played this game in years but I bought it the DAY it came out and finished it shortly thereafter. I loved it. I'm not sure how it would fare today, however. But, that said, I do remember loving it quite a bit. The Coktel games had a very quirky thing about them.
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