Did anyone else find it a little...easy?
I'm of two minds about this really. On the one hand, even with hints turned off from the beginning, there wasn't a point where I was significantly stuck, so I breezed through the game (please excuse the pun).
On the other hand, one thing that meant is that the puzzles were all logical, and the game never descended to the level of "guess the designers' psychosis". Which is odd, because some of the puzzles were a little strange...
Maybe the game needs more red herrings?
On the other hand, one thing that meant is that the puzzles were all logical, and the game never descended to the level of "guess the designers' psychosis". Which is odd, because some of the puzzles were a little strange...
Maybe the game needs more red herrings?
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Was a little bit sad that it was that easy to sail off the island without more demeaning tasks though. Hmmm... I might be wrong, but I think this is the fastest MI game to leave the starting island.
But honestly, that was the only puzzle I had any sort of "problems" with. All of the rest were on the easy side... especially compared to Secret of Monkey Island (Grog Puzzle, anyone?).
i guess the hardest for me was the ship one.. didnt take me that long to figure out
Having said that.. people are still asking for hints in the hint thread
and yes only one spot even half stumped me.. and that only for a bit
And I don't mean to imply anything about them doing so. While I was playing Sam and Max episodes, I used walkthroughs quite a bit, if only to get me past the annoying parts to the amusing parts more quickly.
I guess it just felt to me like it needed more substance, to go with the flavor. (Which, incidentally, I feel Telltale nailed near perfectly.) Hopefully this feeling will go away as more episodes are released...
I definitely found the other Monkey Island games much harder. But then again, it was 9 years ago that I played the last one and well I was 9 years younger. So maybe the puzzles were the same.
Hopefully they will get a little harder as the series goes on.
I do wish that when you set the hints to the lowest level you get no hints. I really didn't want Guybrush hinting that the idol puzzle had something to do with the weather vane...
Yeah, but i dont want to defeat the game so easily either. Just when they reach the "defeating the player" level, we will let them know.
Im hoping to have, in the middle of the series, a very well stocked inventory. That would spice up things a little bit.
Uh as far as I know, turning the hints down to the lowest (no black colored bar visible), they are completely turned off.
There was another topic about this, and that's pretty much what I said.. All the puzzles actually involved thinking logically about what you have to do, rather than just trying everything and everything else to see if something happened.
I prefer this style a lot, as it feels you're actually solving the puzzles instead of randomly making things happen.
What? But you at least
The solution is
oh right well i thought it might have been something to do with the animals but i couldnt tell where specific animal noises were coming from - i mean if i only have stereo speakers how am i supposed to know? oh well next time i play it ill have another look and see if its more obvious.
You simply approach one of the possible paths and then you'll hear only one specific animal sound. I have stereo speakers too
ah right that makes sense now - thanks
Though being a point and click fan i know that everything and everyone has to be looked at and interrogated until there's no more to be said or looked at. A lot of people new to the platform might get stuck not knowing how to find a bottle of root-beer, in a completely bizarre place, but you just look there because you've learned things are in crazy places in these games.
Having said that, the original MI had all the different actions which made puzzles slightly more difficult, the difference between "pull" and "use" was the difference between progress and confusion
It is episode 1.. it'll get harder from here
And i guess it wasnt all thaaaaaaaaaaat easy when you see it as a whole since so many people are asking for hints - Not that you need any
those guys just arent trying.. as soon as they get stuck.. they ask
I think (and hope) it'll get more difficult as the series progresses but I'm keeping my fingers crossed that it won't stray into 'monkey wrench' territory or the silly way to defeat LeChuck at the end of Escape.
So again... yes I have voiced my concern of this earlier... people ain't stupid! Stop dumbing down the games these days...
If you want 5 year old's should be able to play it and finish before they go to bed (exaggeration), then increase the amount of help one can get. But please don't make easier just to make it suit a broader audience such as today's impatient kids.
Part of that's probably because I'd already picked up everything and certainly couldn't help trying to fire the cannon the first chance I got.
But even though I didn't get stuck, there seemed to be enough game to go around and think about to not make me breeze through it. So I certainly didn't get bored with the game, and I never really liked illogical puzzles in adventure games anyway.
I guess they could make the puzzles harder, but make sure that there are some additional hints around that you find by exploring, meaning that if you roam around you should get some extra help if you need it. That only works when your puzzle isn't in a confined space though - I personally always find the ones that are (like the doctor's hut and the ending on the ship) less enjoyable anyway.
I thought the most obvious and slightly tedious puzzles were the map puzzles, but a lot of people seem to be asking about them. I guess if you haven't played SMI, they're less obvious.