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#161 |
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Epinionated.
Join Date: Dec 2004
Location: London
Posts: 2,528
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Oh, I just thought. TMOS did have exit indicators. But you had to press a button.
I didn't know this when reviewing it either.
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#162 | |
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botherer
Join Date: Apr 2005
Posts: 81
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Quote:
There was a lot more than just the story wrong with it, I would argue. The ghastly plodding running, combined with the lack of exit indication, meant every scene was a horrible slog of running around the edges - not fun. As Squarejawhero said, the company shows promise. I look forward to whatever comes next. John Walker PC Gamer UK |
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#163 |
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Epinionated.
Join Date: Dec 2004
Location: London
Posts: 2,528
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Just thought it's worth noting that even on one site views can vary between positive/negative. Just goes to show the differences in peoples opinions in the rather split AG community -
Mine - http://www.justadventure.com/reviews/MOS/MOS.shtm Bob Freese's - http://www.justadventure.com/reviews/MOS2/MOS.shtm I'm not saying that Freese's are any less valid than my own. But we're looking and judging from different angles. Also here's Legacy's JA+ review - http://www.justadventure.com/reviews.../LegacyDS.shtm AG'ers look hard more for connection with the story more than gameplay. Also some games are reviewed through different localisations. It's worth bearing that in mind.
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#164 | |
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Senior Member
Join Date: Sep 2003
Location: The Catacombs
Posts: 1,740
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Quote:
Also, LucasArts had very little development time for most of their early adventure games. But that was 1992...
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"When I first started reading these forums, I was under the impression that Trep and Wormsie were brother and sister. But I think I was wildly misreading/glazing over some of their posts... And Worms's avatar threw me off, too. I think it was a female comic character that looked like one of Jhonen Vasquez' creations from Johnny the Homicidal Maniac. Eh... or something like that."
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#165 |
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Epinionated.
Join Date: Dec 2004
Location: London
Posts: 2,528
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I think it's a vicious circle, and no-one's really to blame. Publishers are generally not run by creative people and they just mainly see figures, and you can't REALLY blame them when development of big titles is such a financial risk.
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#166 | |
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Elegantly copy+pasted
Join Date: Jan 2005
Location: Chicago, IL
Posts: 1,468
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Quote:
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Please excuse me. I've got to see a man about a dog. |
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#167 | |
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get lamp
Join Date: Sep 2003
Location: Germany
Posts: 501
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I'm not complaining, however. This is simply the way the industry works, and nobody forces us to be in it. Thanks for joining, elaborating, and giving the evil a name and a face, btw.
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#168 | |
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Epinionated.
Join Date: Dec 2004
Location: London
Posts: 2,528
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Quote:
@botherer - As for Martin, I think you can appreciate where he's coming from in this case.
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#169 | |
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Senior Member
Join Date: Apr 2005
Posts: 316
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(I didn't get very far into it though, I admit, and not for its own fault. Played for a few hours and it seemed okay ish, if ho-hum, but then grew to hate and despise its very existence, thanks to those insipid, self-promoting adverts that Digital Jesters crowbarred into every five minutes of my beloved Battlestar Galactica. After just a couple of episodes, I never wanted to see the title screen again...) One thing that does seem odd, at least when most adventure games are an almost guaranteed commercial flop in most parts of the world, and the hardcore market will quite happily accept any old crap*, that we don't see more companies trying different things on the grounds that well, it can't exactly hurt! Loathe as I am to reference Roberta Williams in a positive light, I can't remember the last game I played that tried a Colonel's Bequest/Amon-Ra approach to mystery solving, or avoiding paying out millions upon zillions on a world-spanning quest instead of a tighter, more interesting story, with room to play around, rather than plain desperately trying to render and fill a million rooms. (* I'm still reeling at seeing so many people praising the re-release of the entirely insipid Inherit The Earth, or getting weak in the knees over the unbelievably ghastly Conspiraces - a game that exists solely for the purpose of unintentional humour...) Last edited by Richard; 04-27-2005 at 06:31 AM. |
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#170 | |
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Senior Member
Join Date: Apr 2005
Posts: 316
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Failing that, at least sell me a copy of Psychonauts, because it doesn't look like I'm getting a review copy from Majesco ;-) |
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#171 |
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Epinionated.
Join Date: Dec 2004
Location: London
Posts: 2,528
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LOL, any chance of the rest of the PC Gamer UK crew to join in? I've seriously got the giggles as to how this thread has panned out.
BTW it should be worth noting that the slightly odd voiceover on the lady, as far as I could tell, was intentional. Spoiler: Nowdays, as games progress into a more mainstream media, voiceovers and suchlike are an important selling factor. Unfortunately, because of the majority of developers either inability or (in a lot of cases) stubborn pig-headedness, they don't hire the proper people that understand jobs like writing, voice direction and proper storyboarding and visualisation outside the industry. Brothers in Arms is a recent game that had me cringing at some of the appalling timing of the v/o's. Seeing as how much money had gone into it's authenticity, I thought it was pretty appalling when it came to the cut-scenes, and bearing that in mind a bigger offender than smaller-budget adventure titles.
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#172 |
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Epinionated.
Join Date: Dec 2004
Location: London
Posts: 2,528
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BTW any chance of a PROPER article about "dead/dying" genres? That they're not dead, and that just because some genres are sleeping that doesn't mean they're no longer creditable? I mean, even Ikagura showed there's still potential in even the vertical scrolling shooter.
Personally I think that'd be an excellent kick for publishers and gamers alike. edit - BTW I believe Digital Jesters did a great job in publicising games like Sherlock and TMOS. The genre needs a push in any way, regardless of personal opinions of journos and forumites. If anything, its healthy that a publisher really backed their games rather than just continuously letting down the potential fanbase and development team. *coff GMX Media/ Runaway coff"
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#173 | ||
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Senior Member
Join Date: Apr 2005
Posts: 316
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And I also know that I no longer cared. Quote:
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#174 |
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Epinionated.
Join Date: Dec 2004
Location: London
Posts: 2,528
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Spky Kids 3 wasn't tense and exciting?
Better strike that off my list of things to see... oh, it already is.When I say "selling factor", I mean that a v/o helps to sell the game to the player, to make them believe in the gameworld. It can snap a gamer out of a great title like BIA, or Resident Evil 4 (love the game, wish they'd all shut up). Like animation, everything should be given care of when making a game, be it design, animation, voiceovers, acting... hell, we do it in animation ALL THE TIME and usually on teensy budgets too. Sure, you could argue we've got less to worry about, but that's the way game development is going. Hm. Perhaps I should be happy games aren't doing good in those areas? At least my area of work is still going and has no real competition. Uh... given the state it's in that's good.
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#175 | |
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Senior Member
Join Date: Apr 2005
Posts: 316
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Quote:
The Renault ones on 24 are much better handled - tying into the program itself, short, largely unobtrusive, and designed not to hack you off within milliseconds. (*The same goes for all the Punisher bits on Enterprise "BECOME...the Punisher." "You mean, have my entire family killed and then go beserk, getting horribly tortured and beaten-up, and losing all semblance of humanity in the process?" "No, more like, play a boring third-person adventure based on a movie/comic you didn't see and probably haven't read." "Gotcha.") |
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#176 | ||
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Senior Member
Join Date: Apr 2005
Posts: 316
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The fact that a game can take you to a million different dimensions, each based on a different pizza topping, doesn't necessarily mean that it has to. Not only is there nothing wrong with the odd smaller-scale project (provided that it has that hook, which most games developers never seem to bother with) it gives you that much more impetus to make the most of what you do. Last edited by Richard; 04-27-2005 at 07:10 AM. |
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#177 | ||
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get lamp
Join Date: Sep 2003
Location: Germany
Posts: 501
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Quote:
Quote:
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#178 | |
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Senior Member
Join Date: Apr 2005
Posts: 316
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Sadly, games I play for fun tend to have to fight a lot harder for control of my spare time. I'm determined to finish a campaign in Rome: Total War at least ONE of these days... |
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#179 | |
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Hopeful skeptic
Join Date: Sep 2003
Location: Toronto
Posts: 6,845
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Quote:
Nice of you to take part in the discussion. Just want to reiterate that my issue is solely with 14% representing an absolute train wreck of a game, with virtually no value at all. It's not about claiming the game deserves to be liked more, but simply that a score should accurately reflect the quality of a game (rather than just the reviewer's tolerance level). I have no problem at all with a justified 48%, but I do have a problem with an unjustified 14% or 96%. When I see the latter, I'm not inclined to believe that critical faculties are winning over jaded attitudes (no conspiracies being suggested). EDIT: Just to be clear, I'm only referring to the reviews of MoS. I've neither played Legacy DS nor read PC Gamer UK's review of it, so that score is not part of what I was saying above. Last edited by Jackal; 04-27-2005 at 07:38 AM. |
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#180 | |
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botherer
Join Date: Apr 2005
Posts: 81
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Quote:
I want to make something constructive out of the destruction. I would really love to get involved in a dialogue with developers about these things, so rather than just tearing a game down, I can make more useful comments about what it is I'd like to see in a game. Obviously a review isn't the place for that, but there probably should be room for it elsewhere. I'm also finding myself tempted to go back and have another look at the game. Which is an odd feeling. Although Richard's link to the dialogue somewhat set that back. John Walker |
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