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My thoughts on playing the demo

Started by Toad, January 15, 2007, 12:16:30 AM

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Toad

I've been waiting for the demo to come out for years.  Here is what I thought after playing it.

1.  This website loads really slow.  Maybe a good thing since that means a lot of people are downloading the demo?  I hope you can make the website faster.
2.  The guy walks so slow.  Can you at least add an option to make him run?
3.  Not being able to go places where you're not supposed to go takes some of the fun out of the game.  For example, at the beginning of the game, the only place you can go is his own room, which is where you're supposed to go.  It would've been more interesting if you were allowed to go around and talk to and interact with other stuff, although I realize it adds more work to create those other rooms.
4.  I thought the tree falling, making that path inaccessible was kind of lame.  Can he not just walk around the tree? (I don't totally remember but I think something similar may have happened in KQ6, but it's still kind of lame.)
5.  The demo was way shorter than I expected.
6.  It would've been nice if the models were more detailed (better graphics), especially in the modern times with better graphics cards than when you guys first started working on this game.
7.  My game crashed several times before I was able to finish playing it.  I assume these problems will be fixed eventually.

I hope I can play through more of the story soon, and it doesn't take several more years for it to come out.  Keep up the good work!

Prowlipan

Toad, they can't redesign all of the old areas from KQ6 and other games, probably because they don't have enough time on their hands. It's just an "unfortunate limitation [they've] been forced to accept," according to other threads on the same topic. Yeah it's a shame, but you have to give these guys credit for doing anything considering the fact no one's paying them a dime for their efforts.

The demo was incredibly short and straight-to-the-point, I agree. Personally I  think that the final version of Shadows should be littered with easter eggs on every single screen if possible. KQ7 always pissed me off because there were so many interesting and exciting areas, yet so little you could do in any one of them. You could almost say the game was cheepened by its own aesthetic magnificence. More accurately: the scripters'/designers' failure to live up to the gamers' expectations (expectations which were set by the artistic grandeur) resulted in disappointment at the superficiality of a game which initially appeared to be complex and dynamic.

The heart of adventure gaming -- in my opinion -- consists in the adventurer's ability to lose himself within the world, discovering secrets everywhere, making under-the-surface connections about the fantasy world's contents, delving deeper into the fictional universe than is required by the official plotline. Side quests, subplots, and inside jokes -- easter eggs, essentially -- are the "magic touch" of storywriting.
Curiosity killed an animal with nine lives. Imagine how quickly the rest of you will die.