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Messages - Lambonius

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46
Banter and Chit-Chat! / Re: Episodic King's Quest The Odd Gentlemen.
« on: July 28, 2015, 08:49:21 PM »
My biggest complaint would be the writing more than anything else, the tone of it's very slapstick compared with the more mature (and by that I don't mean boobs and swearing) of the classic KQ games.


This is how you can tell which reviewers have played the original games and which haven't.  A lot of reviewers are praising this game for nailing the comic tone of the originals.  THE ORIGINALS WEREN'T COMEDY GAMES, YOU FUCKTARDS.

47
Banter and Chit-Chat! / Re: Episodic King's Quest The Odd Gentlemen.
« on: July 28, 2015, 07:04:12 PM »
I'll happily buy it when it goes on a serious sale.  I refuse to pay full price for the dumbing down of adventure games on principle.  Glad people are enjoying it though.  Some of the professional reviews I've read have acknowledged the easiness of the game, but others, like the Polygon review, are utter facepalms lamenting the lack of fast travel and other modern "conveniences."  Fuck that noise.  Overall, I'm pleased that it seems to be a step in the right direction away from Telltale style, but it also seems to be very Telltale influenced in other ways, so...bleh.

48
Banter and Chit-Chat! / Re: Episodic King's Quest The Odd Gentlemen.
« on: June 19, 2015, 12:24:14 PM »
Quote
Except that there seems to be only one pre-selected interaction that you can take for any given item in the world, thus removing the element of player choice that is a crucial part of making adventure games feel like "thinking man's" games.  Without that crucial element of trial and error, it's just another action-adventure game.

When KQ7 and KQ8 switched to the one 'context sensitive' "smart" icon for everything concept, they created a 'pre-selected' interaction, removing the more choices previous games had.

Yes, and KQ7 is a terrible adventure game.  Certainly the worst of the pre-KQ8 King's Quest games.  And it's terrible for exactly that reason (along with the very dubious decision to move the series into an art direction and animation style that the technology wasn't yet ready for.)  The fact that the Odd Gentlemen are INTENTIONALLY aping KQ7 is proof enough that these people don't "get" what makes King's Quest such a beloved series of games (the terrible KQ7 aside.)

49
Banter and Chit-Chat! / Re: Episodic King's Quest The Odd Gentlemen.
« on: June 18, 2015, 09:46:59 PM »
I'm just so blinded by my hatred of modern Telltale-style adventure games that I am seeing them in every shadow.

The new game has sort of merged the 'context sensitive' positioning style gameplay of the first game (unfortunately without the parser to try 'extra' actions and things, that parser allowed), with the simplified actions of the later point and click style games.

Except that there seems to be only one pre-selected interaction that you can take for any given item in the world, thus removing the element of player choice that is a crucial part of making adventure games feel like "thinking man's" games.  Without that crucial element of trial and error, it's just another action-adventure game.

50
Banter and Chit-Chat! / Re: Episodic King's Quest The Odd Gentlemen.
« on: June 17, 2015, 08:08:12 PM »
The icons have a KQ5 interface vibe to them.

Copying the icon artwork does not a KQ5 interface make.  This whole game feels like a cynical nostalgia cash grab to me.  It will all hinge on how well they're able to do intelligent puzzle and exploration gameplay.  That's the key to the series.  All the rest is just a fancy dressing.

51
IQ Chat / Re: What gos into making an adventre game like qfi?
« on: June 10, 2015, 08:54:43 PM »
Just so we're clear, I CAN BE BOUGHT.

52
IQ Chat / Re: What gos into making an adventre game like qfi?
« on: June 10, 2015, 08:50:15 PM »
I have a good story, characters and such. Its a great idea for a game, I have the machanics and gameplay worked out theroreticly.

What kind of investment am I looking at and...how do I stop people from stealing my materal and changing it before I am finished?

I have to share to get them to animate and such, but before its finished and the idea is brought into reality I dont want it taken in another direction entire. Its not about money with me its about the game idea.

I think it would be a fun and worthwhile game.

If it's not about money with you then you should have no problem paying your staff enough to keep them loyal.  ;)

PS: I'd be happy to do all of your art and animation for a reasonable full-time salary.  Show me the money and I'll burn all my bridges here and take a dump on Blackthorne's car.

53
IQ Chat / Re: What gos into making an adventre game like qfi?
« on: June 06, 2015, 12:49:26 PM »
And if you screw up that < or > then your work is fucked.

If I had a nickel for every time a bug came down to needing >= instead of >... 

That was like half of our beta testing.  ;)

The Kraken animation in QFI is 100+ frames at full screen resolution (320x240).

WHICH kraken animation?  :)  There are several different animation states that the kraken can be in, and at least two of them are 100+ frame sequences.  There were also a few 200+ sequences I remember doing--the crypt opening, I think, was in the neighborhood of 220 frames.

55
Haha...touche.

56
So far, literally everything they have shown us has been all flash and no substance.  We still have not seen what the actual gameplay looks like, what the interface looks like, what puzzles look like, etc.  The whole marketing campaign stinks of classic "lipstick on a pig" syndrome.

57
Banter and Chit-Chat! / Re: Memories (share them)
« on: March 31, 2015, 05:24:16 PM »
So... In my old house when I was 4 or 5 years old I remember planting a conker in the back garden. Over time it grew into a healthy little sapling, but when I was like 9 years old we moved out of that house, though we occasionally visited the place to collect mail and things.
 
Well, when I was about 11 we noticed that the tree had been ripped out of the garden, and though it was only a tree, it quite upset me. Some bastard had killed my tree. Well that sat at the back of my mind for nearly 20 years. Then, few months ago I visited England and went for a walk round my old haunts showing my wife where I grew up and stuff. We took a walk by my old house, and there on the side of the road were hundreds of conkers all over the footpath. I don't remember them ever being there when I was a kid so the only conclusion I can come to is that they hadn't killed my tree, they'd moved it into street. That was weird... 20 years thinking my tree was dead and it was there all along on display, creating many a game of conkers for new kids in the neighbourhood... How wrong you can be...

This story should be an easter egg QFI narrator response in one of our upcoming games.

58
IQ Chat / Re: Quest For Infamy wins Four AGS Awards!!
« on: March 22, 2015, 11:36:22 PM »
Maybe one of these days I'll actually get around to playing this game.

59
Banter and Chit-Chat! / Re: Episodic King's Quest The Odd Gentlemen.
« on: March 22, 2015, 12:03:45 AM »
King's Quest has never been about the story.  People who say that are just using "story" as a catch-all term because they can't figure out how to articulate what they actually mean.  I think most people who talk about the "story" in the old King's Quest games drawing them in are really talking about the experience as a whole, which was always far more focused on exploring the world and uncovering puzzles to solve (and then solving them to move on to new areas and puzzles.)  The thing I worry most about with this game is that it's going to be TOO story focused, without enough of the exploration and open-ended puzzle-solving that made the old games the memorable experiences they were.

60
Banter and Chit-Chat! / Re: I have a serious problem...
« on: March 21, 2015, 04:51:57 PM »
The PC controls take a little getting used to, but they aren't that bad, and you can easily manually bind them to whatever keys you want by editing the config file, which they must have intended, since there's a specific config file just for key bindings.  It's pretty typical WSAD keyboard movement, with mouse camera control.

My only gripe about the PC version is it doesn't support widescreen, and nobody's found a workaround tweak for it (yet.)  Still though, it was 6 bucks.  I've masturbated into bigger wads of cash than that.

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