I like it.Me too.
I honestly do not to include a puzzle that people feel the need to skip.
I would agree that the skip option is something I wouldn't do. Likewise, freezing time for reaction would take me out of the game even more. Call me a masochist, but if it's there in the game, I have to play it just so the game doesn't defeat me. Seir's ideas of having it be shorter is nice, as well as possibly having an adventure mode.
AzzyGale, I know you consider it to be more of a puzzle, but a lot of people are still going to refer to it as a boss fight, if for no other reason than the fact that Graham and Shadrack both have health meters and a variety of different attacks. I didn't really have a problem with it, though--it just took a bit of trial and error.
For others, it had the opposite effect, it disconnected them completely from the story. You guys are hard to figure out!
My fight has been really bugged, of course on the tries when I'm doing well. It seems that sometimes the game thinks I've clicked on an action when I haven't/haven't even had the opportunity to! This has happened multiple rounds, but the actions haven't "stacked" like this before...
So this time, Graham was able to dodge right, while in water-defense, and I still had an inch of health when I got the first death message (while dodging). I got the second while he was "stuck" in the rigging, but i also had a walk cursor. I clicked to make the message disappear (don't actually remember what happened), now: I am stuck with a crown cursor, Shadrack is not moving at all, Graham's health is empty but he is standing in fight-stance, and I can't do anything. Help please?
This is the FAN FEEDBACK page, NOT the HINTS page.
That being said, this could have been more like a puzzle.
You see what Shadrack is about to do, get plenty of time to pick the correct reaction, and go from there.
There is no reason why I should use "water" against a certain move, its the right move because the programmer decided it should be, not because it made logical sense.
Gotta wonder though:
Those who hate Mask, why are you ok with this game having action sequences so far, and possibly more to come?
Gotta wonder though:
Those who hate Mask, why are you ok with this game having action sequences so far, and possibly more to come?
... but it's a shame that adventure has never been allowed to evolve ...Personally, I would love to see more new mechanics appearing in adventure games, I think, and to have games of both the old styles and new styles, and likely too hybrids of such.
Evolution does not equal transformation into another genre ...Hmm, if you mean another pre-existing genre, then I might agree. That said, I'd like to see new genres taking shoot from the adventure genre, and more outright hybridisations. While a sudden genre swerve mayh well not be a good idea, a good melding of genres might be...
... which is what these sequences in Episode 4 really are.I'm not sure that I agree. While the combat sequence may have had the timing and appearance of combat, it seems to me that it was at heart about identifying a state by sight and picking the appropriate response. Lacking the quick-thinking adaptation or button mashing / frantic clicking of an action game or the complexity of a tactical game, I don't think that I'm inclined to call it either, really. It seems to me to be simply a puzzle with unusual trappings. As to puzzles, one or two outright puzzles in an adventure game doesn't make a puzzle game, it seems to me. Even the relevance of timing is not unknown in adventure games, I think.
Did you play Ep4, Lamb?
All these statements about "evolving the adventure genre" are complete bullshit.
Evolution does not equal transformation into another genre, which is what these sequences in Episode 4 really are. Sure, adventure games should evolve, but at what cost? At what point in this "evolution" does the game cease being an adventure game and become and action game? Or an RPG? Or a puzzle game (NOT the same as an adventure game, by the way.)
If you want to "evolve" the adventure genre, try coming up with something original, not just "borrowing" game mechanics from another genre.
Did you play Ep4, Lamb?
It doesn't 'disqualify' Lamb's questions & thoughts about the adventure genre, but it does throw some salt into how one should take his thoughts on the Ep 4 puzzles in particular. If I were to read this thread knowing nothing and not having played the game, I'd have no idea what to think based on this alone--the opinions are across the board.
As for my thoughts on the idea in general: I love classic adventure games. But if they were perfect the way they were, it wouldn't be a struggling genre now. So, yes, something needs to change and evolve in it. Is it this? Maybe not. I think our 'action-y' sequence in Ep 3 was much more successful overall than it seems these two have been. My guess is that one reason is that was an extended section, not one screen you were locked into until you were done, which gave it less of a mini-game feel.
But my above argument is more directed at the idea of evolution being about borrowing the mechanics of other genres in general. Why can't we try an original way to evolve adventure gaming that doesn't borrow core concepts that turn the game into a genre-bender?I think that I partially agree with you here: specifically, I think that the inclusion of elements from other genres is not the only way to bring change to the genre. However, I do think that elements from other genres - perhaps changed appropriately - might yet have a place in adventure games. As I see it, why should a mechanic having been used elsewhere already disqualify it for application in another? Is there a problem with taking inspiration from another genre?
Heavy Rain did it more or less successfully ...I'm afraid that I haven't gotten to play Heavy Rain (although I think that I'd be interested in doing so) - could you please elaborate?
... There were no pretenses, no lofty claims of "genre evolution."Hmm... You do prompt a thought: while I do think that allowing the genre to evolve may well be a positive thing for it, should we be actively trying to do so, or should it arise naturally from our making games as we want them to be?
And I would also argue, once again, that the genre can't really be evolved right now because it's pretty much dead, outside of fan games. If you want to do an adventure game, do an adventure game. Worry about evolving the genre when it's reestablished.Why should a no-longer popular genre (and I'll note that there have been at least some professionally-made adventure games of recent, such as Gray Matter) be precluded from change? Indeed, perhaps changes to the genre might actually be the source of renewed popularity. It seems plausible to me that the lack of change in the genre might well be the reason that it is has not recovered more popularity - consider oberonqa's point about RPGs, for example.
If you think about it, adventure games are currently evolving - into the Casual Game and Puzzle Game garbage that Telltale and Big Fish Games continue to defecate.A good point - although I don't really see a problem with casual- and puzzle- games. There seem to be people who like them, so why should they not be made for such people? I doubt that the adventure genre is losing anything much by their creation, and a greater multiplicity of genres, and thus of opportunities and game mechanics, and a wider audience in gaming all seem largely positive to me.
True, some people love the puzzle games, but many of the oldtimers want real adventure games, not watered-down games, such as Telltale's Back to the Future. It's more of an interactive movie under the guise of an adventure game.And that's fair enough, but it seems to me that casual- and puzzle- games are a separate but related genre to adventure games. To my mind it's a little like a fan of story-heavy RPGs (think Baldur's Gate or Planescape: Torment) being upset about click-fest RPGs (think Diablo and its kin) - while being both offshoots of the RPG base, and sharing core elements (character -types and -stats, for example), they're by now two separate genres of game. I'm inclined to argue that the same is more or less true of casual- and puzzle- games.
Good points about Rosella, by the way, Thaumaturge. I'm trying to keep the designers on their toes because this game is intended to tie up perceived loose ends in the KQ series. That's also why I brought up the fact that Beast's enchantment is tied to Alexander, which originally caused the Beast Death in KQ6.Aah, fair enough - my apologies for stepping in, then! ^^;
As for my thoughts on the idea in general: I love classic adventure games. But if they were perfect the way they were, it wouldn't be a struggling genre now. So, yes, something needs to change and evolve in it. Is it this? Maybe not. I think our 'action-y' sequence in Ep 3 was much more successful overall than it seems these two have been. My guess is that one reason is that was an extended section, not one screen you were locked into until you were done, which gave it less of a mini-game feel.
As far as adventure games evolving, I don't think it's a bad idea. If they stayed the same forever, they would get stale. As to how far they should change? who knows. The genre is obviously not as popular as it was in the 80s and 90s, not mainstream anyways. Although I don't know much about elder scrolls, Skyrim from what I can tell looks like it has first person perspective and some RPG elements. Looks like a cool blend. I don't think it's wrong to mix genres, as long as it fits the original canon well. Didn't Mario have some sort of adventure game or RPG that was good? Look how different mario games have been through the years, but still stayed true while mixing ideas. Mario kart 64 was nothing like the original NES game, but cool and still mario.
Don't know if this has been mentioned before but what ouraged me about the fight is that it is so unfair!
Er, you DO realize he's a villain, correct? Generally, a villain SHOULD have an unfair advantage to overcome... Also, I never saw shadrack take an extra turn when I was low on health... Finally, about the wave, it makes sense, since each following wave is more powerful... it's just a combo...
Get with the times, new roman!*groan* ;)
(Sorry, I was just looking for an excuse to say that.)
Get with the times, new roman!*groan* ;)
(Sorry, I was just looking for an excuse to say that.)
I hate deadlines, I hate having to do something quick, within a certain amount of time. That's why I play adventure games, and not action games.
Well, I knew THAT! The trouble came when Shadrack kept flipping my pendant back and forth and upside down!
...Okay Neo, this is bugging me a lot! Why is it that you always misspell Shadrack as Shendrak or something?
Hey everyone,
I've seen that people have been having troubles with the fight, and I want to hear feedback on how to make it better, especially since there is a similar sequence in the upcoming episode. I've heard some people wish there was a skip function, but I honestly do not to include a puzzle that people feel the need to skip. I want us to make something out of it that people can truly enjoy, maybe with two modes to choose from.