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Kibayasu
Mar 28, 2010

I've played adventure games before that just throw you in and tell you to get clicking but this is on a whole new level of that for me. It took me the whole first episode just to realize that these are already the pocket universes. I guess there's probably some stuff in that encyclopedia but these are a lot of concepts coming fast and loose.

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Kibayasu
Mar 28, 2010

I guess "I've got sand in my boots" is what qualifies as a hint for the sandals here.

Is there something that tells you about what the feather does?

Kibayasu
Mar 28, 2010

Not The Wendigo posted:

I think I got 4-5 worlds into this game before I gave up. Don't worry, it gets much worse.


I think the idea is that you're supposed to realize "dates of fasting" is a pun for "calendar dates of religious fasts", but Passover isn't a fast day. But I wouldn't be surprised if they just screwed up.

I'd say that's Silent Hill 3 levels of required "outside" knowledge but SH3 probably stole that from adventure games already.

Kibayasu
Mar 28, 2010

When people talk about adventure games being killed by their design this is the game they were talking about. This is an oversimplification for comedy's sake

As an observer I have to say I'm pretty disappointed with the death cutscenes. This is after Mortal Kombat! You can do better than that.

Kibayasu
Mar 28, 2010

Well its nice to have some story finally, and even a concrete goal (though I bet the puzzles will remain equally obtuse).

That casino seems like a place ripe for a soft lock. Is it possible to run out of credits for what you need?

Kibayasu
Mar 28, 2010

You know what this feels like? Like the levels of Doom or Build engine (Duke, Blood, etc) games but translated into point and click. In those games the individual levels basically came down to 1 designer molding the assets together into whatever idea they had for it and the eclectic aesthetics in Chronomaster give me much the same vibe.

Kibayasu
Mar 28, 2010

Rocket Baby Dolls posted:

I was thinking that this game reminds me of the graphics from 1st person adventures from around the same era.

I meant more from just a general design. It feels like they might have had different groups make the places and puzzles and then thought up a way to string them together afterwards. Though this is probably a way more common approach than I think.

Kibayasu
Mar 28, 2010

I guess since Jester is technically the ship there isn't any harm is leaving the ball behind but man that's cold.

Kibayasu
Mar 28, 2010

Before making a level of pure nonsense its probably a good idea to first ask if other levels are hard enough to follow with just some nonsense. I don't think that was even a fleeting thought.

Kibayasu
Mar 28, 2010

Well clearly those solutions made much more sense.

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Kibayasu
Mar 28, 2010

I have to admit that I lost the plot on most of the worlds. Not the main "find the saboteur" or eventually the "capture the pirates" part but the immediate kind, such as "Why is this puzzle the one that needs to be solved?" It may be a visually interesting game for its time but I'm not really sure there's much for me to enjoy beyond that. But at least that makes it a good thing to watch!

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