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Ignore that dude who rowed you here, you can (and should) take all the time you want. It’s fun in the short term to open as many scenes as possible, but more rewarding in the long term to explore each scene thoroughly. Where is everyone in the scene and what are they doing? The game is full of well-crafted details and it’s worth your while to examine them. You can brute-guess a lot of solutions, but you never need to.
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# ¿ Apr 27, 2019 19:09 |
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# ¿ May 15, 2024 19:05 |
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Would I be correct in noting that "Loose Cargo" and "A Bitter Cold" are unrelated to later events? I mean, they're relevant in that people died and the overall goal is to figure out everyone's death -- but in terms of the sequence of events of parts III-X, they're unrelated. That storyline only kicks off with Nichols' theft of the shells. Or are there events in I-II that foreshadow or set up the shells storyline?
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# ¿ May 2, 2019 19:54 |
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In a way, Return of the Obra Dinn threw me because I'm not used to details mattering in games. Even, all too often, in adventure games. Like, moon logic puzzles, I'm used to those. And I'm pretty good at wrapping my brain around that subset of logic we call "adventure game logic". After a few decades you get a sense for what that feels like. But I'm less accustomed to games where there are, you know, a lot of details, and these details are well-placed and internally consistent and you can rely on them to solve mysteries and advance in the game. Basically there were a lot of times in this game when I neglected to look at things and think about them because (in retrospect) my jaded gamer instincts had assumed those efforts wouldn't be rewarded. And if I could go back, I'd reassure my younger self that in this game, they are.
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# ¿ May 8, 2019 04:53 |