Resonance
#21
Posted 21 June 2012 - 10:11 AM
Well done, you said something cynical. That must have been really difficult.
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#22
Posted 21 June 2012 - 11:08 AM
Well, I think Gemini Rue was mostly published by WadjetEye, while in this game they were more involved? I think they mostly helped with the voice casting in Gemini?Gemini Rue had fantastic atmosphere, and I even enjoyed the shooting sections, but I found the dialogue and characterisation to be very poor indeed.
Toblix, that's the puzzle I somehow didn't have to do, but I'm pretty sure there there is walkthough already, I know because I had to use on a certain kind of puzzle I hate to do.
#23
Posted 21 June 2012 - 12:51 PM
#24
Posted 21 June 2012 - 01:57 PM
#25
Posted 21 June 2012 - 03:51 PM
Super near the end spoiler:I just noticed that according to the map Ed and Anna are on completely different subway lines.
#26
Posted 21 June 2012 - 05:50 PM
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#27
Posted 21 June 2012 - 06:03 PM
#28
Posted 21 June 2012 - 06:06 PM
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#29
Posted 21 June 2012 - 08:54 PM
#30
Posted 25 June 2012 - 02:29 AM
#31
Posted 25 June 2012 - 08:55 AM
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#32
Posted 25 June 2012 - 08:55 AM
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#33
Posted 26 June 2012 - 04:02 PM
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#34
Posted 26 June 2012 - 11:46 PM
#35
Posted 27 January 2013 - 05:56 PM
I'm kind of sad I didn't figure out myself that
#36
Posted 27 January 2013 - 06:28 PM
#37
Posted 27 January 2013 - 07:25 PM
Why not move to a different engine, then? Well, to be honest, the low-res graphics doesn't bother me that much (I guess the reason for lowres might be that for the artists who create them, it's easier to do with limited dev time or they just want to express themselves that way), but they always seem to come with bad controls & interface, which I assume may be partly caused by cramming stuff into a height of 240 pixels or whatever the number is exactly (200 even?). The box I'm typing these words takes up a tiny part of my screen (and together with it's toolbar 200 pixels of height) and feels like peeping through a keyhole as I'm making this paragraph longer and the beginning of the quote is starting to disappear into the mysterious place where all pixels go when they get pushed outside of the clip rectangle by a scrollbar. AGS game developers make entire games feel the same way, just zoomed in a bit!I've never heard of a hi-res AGS game, I don't think the engine can even handle hi-res graphics?
And already having bad controls seems to make them not want to do nice things that would alleviate the effect of said bad controls, like I don't know, letting me press 1,2,3,4 on the keyboard to select a different one of the four characters.
I guess I may have been exaggerating by putting all the AGS games into the same bucket, but every time I play one, I think: why do they keep doing this? To be honest, I haven't read many interviews with the creators, maybe they have explained it.
#38
Posted 27 January 2013 - 07:27 PM
#39
Posted 27 January 2013 - 07:33 PM
#40
Posted 27 January 2013 - 11:20 PM
The reason for low-res graphics is pretty much what I thought (artistic and budget), but one thing he explained with the ShortTermMemory is that it's there to eliminate brute force solutions: when you have to remember the items and actually drag them to the dialogue yourself, you can't really use the "try all combinations" or "expand all of dialogue tree" tactics any more.
That makes me think if I want to take back my comment that the STM should be automatic -- perhaps I do, I actually really like the idea of making players discover things instead of seeing them presented to them, and to paraphrase the author "to have the player communicate to the game what they want to do and not to have the game offer suggestions". But I wonder if that mechanic isn't defeated by The Interconnected Nets of Web. At least for me, when I'm getting close to the point where I'd start trying everything with everything, I'd rather look up the answer online. And since trying things is now a bit harder (not quite as bad as The Cave with it's traipsing) with you having to go back and add something to STM, the point when I want to go online might come earlier.
Still, I think the STM/LTM is a somewhat clever system. Have any other games had them? The original Sam & Max basically had an automatic version of that, as I recall -- everything you encountered was entered into your STM.
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