Way to easy!!!!!

OK this chapter 2 was way easier then chapter 1.


AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAh

we arnt 6 anymore.




Hope the snoopy stomache chapter will be harder.
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Comments

  • edited August 2009
    Speak for yourself. I've been 6 since 1990.
  • edited August 2009
    Yeah, i hope they make the 3 games to come a little harder!
  • edited August 2009
    bigdondoo wrote: »
    Speak for yourself. I've been 6 since 1990.

    we are 6 1/2
  • edited August 2009
    I found this way harder then the first chapter
  • edited August 2009
    I found it harder than the first [which I had to lookup hints for twice, compared to the once in this], and it was very enjoyable.

    Anyone gonna make a 'Discuss Chapter 2' thread...?
  • edited August 2009
    True it was all a bit straightforward to seasoned adventurers, but not as easy as you say, given that people are already asking for hints. Still, it lasted longer than the first chapter and the island hopping was fun, brought back memories of monkey island 2.
  • edited August 2009
    Do you people turn the hint level down before starting the episode? Sometimes i think: Man, either you are stupid as f**** or those dudes who are through the game in what about 2 hours left the hint-bar on maximum.

    So?
  • TimTim
    edited August 2009
    Do you people turn the hint level down before starting the episode? Sometimes i think: Man, either you are stupid as f**** or those dudes who are through the game in what about 2 hours left the hint-bar on maximum.

    So?

    I think I might have picked up a weird glitch there, since the only hint Guybrush seemed to have given me was the 'perhaps I should do some more plundering, arrr..'-line.

    Hints were on maximum IIRC.
  • edited August 2009
    Turned off the hint system but the game was pretty much straight forward if you have some monkey logic in ya ;)
    Only thing that had me wondering was how to defeat the pirate, used the raft a lot during that time ;)
  • edited August 2009
    Just to be clear.
    The default hint amount is medium and there it wont tell anything until you mess up about 3 times.
    I beat it this way but didn't really come in use of the hint.
    But this game definitely likes the typical adventure game logic.
    Yeah sure just dig that rubber tree up. Now what the ... am I going to do with a random rubber tree? Oh hey I need a new mast.
  • edited August 2009
    Tim wrote: »
    I think I might have picked up a weird glitch there, since the only hint Guybrush seemed to have given me was the 'perhaps I should do some more plundering, arrr..'-line.

    Hints were on maximum IIRC.

    Was this a glitch? I got stuck a few times and the only hint I ever heard was the same thing "perhaps I should do some more plundering" which barley even qualifies as a hint, obviously I was going to look around more.

    I know some people dislike the hint system, but if they're going to include it they could at least make it a little more useful. Even in the first chapter it would at least point you in the right direction, so I dunno, maybe this was a glitch.
  • edited August 2009
    Can't find spoiler tags so all I have to say is

    finding the island was hard.

    Took 1.5 hours to find it. And in the end it was a just observing correctly. Otherwise this was so much fun to play. With a superbly great atmosphere
  • TimTim
    edited August 2009
    Was this a glitch? I got stuck a few times and the only hint I ever heard was the same thing "perhaps I should do some more plundering" which barley even qualifies as a hint, obviously I was going to look around more.

    I know some people dislike the hint system, but if they're going to include it they could at least make it a little more useful. Even in the first chapter it would at least point you in the right direction, so I dunno, maybe this was a glitch.

    That has got to be some sort of glitch then. Interesting.
  • MarkDarinMarkDarin Former Telltale Staff
    edited August 2009
    I tried something a little different with the hints this time (Still affected by what setting you have hints at). Not all of the hints come in the form of Guybrush just blurting out something as you walk around. This time I integrated more of the hints into the gameplay. Sometimes new dialog options would appear for characters you talk to. Sometimes just clicking on objects you have clicked on before will offer new descriptions to point you in the right direction. Sometime other characters will offer hints when you exit a dialog with them. I think there are even a couple of instances where the camera does something different when you click around the environment to highlight things you may have missed before.

    Those of you who wish the hints were more subtle and less outright telling you what to do, you have had help from out hint system and not even known it!
  • edited August 2009
    Honestly?
    Another thread about how easy it is? Really?

    People, you are playing an amazing game, that is truly shaping up to be more of an epic pirate movie than a true down and dirty game, enjoy it for what it is, an amazingly fun ride.

    who cares if the Chicken With A Pulley In The Middle puzzle was too easy? (disclaimer: I have no idea if there is a CWAPITM in this episode)

    THIS is what people have been waiting for for years, and I don't care if it's easy or if it's balls to the wall hard, Telltale are telling a Ripping good story and that is the heart of the adventure game.. the story.
  • edited August 2009
    I personally think you did a brilliant thing with hints. They were really well integrated into the gameplay; thanks, Mark!
  • edited August 2009
    Are you kidding me? How hard do you want it already? What would it take to make it as hard as what YOU want. There were some pretty great and unique puzzles in this game; some of Telltale's finest.
  • edited August 2009
    I got stuck in a few places, so it definitely wasn't too easy. Just right, for me. And certainly felt like a bigger experience than Flotsam...
  • edited August 2009
    why are ppl complaining about ppl who use hints even LeChuck needed hints 4 this game
  • MarkDarinMarkDarin Former Telltale Staff
    edited August 2009
    why are ppl complaining about ppl who use hints even LeChuck needed hints 4 this game

    HA!
  • edited August 2009
    TBH I found it much harder than Episode 1.
  • edited August 2009
    MarkDarin wrote: »
    I tried something a little different with the hints this time (Still affected by what setting you have hints at). Not all of the hints come in the form of Guybrush just blurting out something as you walk around. This time I integrated more of the hints into the gameplay. Sometimes new dialog options would appear for characters you talk to. Sometimes just clicking on objects you have clicked on before will offer new descriptions to point you in the right direction. Sometime other characters will offer hints when you exit a dialog with them. I think there are even a couple of instances where the camera does something different when you click around the environment to highlight things you may have missed before.

    Those of you who wish the hints were more subtle and less outright telling you what to do, you have had help from out hint system and not even known it!
    Yeah, I noticed that, it didn't even occur to me that it was part of the hint system though so it was definitely nice and subtle :D

    Also I thought this game was harder than chapter one. At the risk of seeming stupid, some of the parts of this game had me pretty stumped. Some people seem to just want the cruelness of 90s adventure games... I think this chapter did amazingly well with story telling, and to trick the player at every turn would only have taken away from that. Can't wait for Chapter three!
  • edited August 2009
    MarkDarin wrote: »
    ...I think there are even a couple of instances where the camera does something different when you click around the environment to highlight things you may have missed before...

    This!

    I noticed this when
    I was trying to figure out how to get the molten pyrite in the mould before it cooled. I was stuck for a bit & when I went to the cliff face, the camera took me immediately to the edge of the cliff to try & give me a hint.

    I thought this chapter was much harder than chapter 1 & I really appreciated it. It took me about 5 hours to finish because of a few head scratching moments where chapter 1 took me about 3 hours.

    TT are doing an amazing job & on top of it being a very early release, I couldn't of been happier. Keep up the good work TT. Kudos!
  • TimTim
    edited August 2009
    MarkDarin wrote: »
    I tried something a little different with the hints this time (Still affected by what setting you have hints at). Not all of the hints come in the form of Guybrush just blurting out something as you walk around. This time I integrated more of the hints into the gameplay. Sometimes new dialog options would appear for characters you talk to. Sometimes just clicking on objects you have clicked on before will offer new descriptions to point you in the right direction. Sometime other characters will offer hints when you exit a dialog with them. I think there are even a couple of instances where the camera does something different when you click around the environment to highlight things you may have missed before.

    Those of you who wish the hints were more subtle and less outright telling you what to do, you have had help from out hint system and not even known it!

    Great! :D And as you mentioned, had not noticed that! Thanks for clearing that up.
  • edited August 2009
    It's just right...

    The nature of these type of games aren't meant to be too hard... and to be honest, being an "easy game" gives you more time to actually follow the story line.

    I personally found E2 harder than E1.... got stuck at 2 or 3 points in the game, where E1 just got you further by basicly clicking on everything you find... no actual puzzles...

    E2 has got more puzzles you actually need to explore and think through:
    the melted parrot of the cliff had me puzzling for a while
  • edited August 2009
    jortlaban wrote: »
    E2 has got more puzzles you actually need to explore and think through:
    the melted parrot of the cliff had me puzzling for a while

    Took a while for me too, but on the other hand, this puzzle was a little bit illogical.
    Climbing up a hill takes more time than walk around it + that pyrite would be hard as a rock before hitting the form.

    Only puzzle I didn't like.
  • edited August 2009
    I thought it was pretty easy, but I might also have been a little lucky. The hardest part was finding the bucket.
  • edited August 2009
    Yeah, couldn't see the damn thing either, it's actually the only time i came on here looking for a hint...
    I just hate being stuck because i haven't seen some random item :eek:

    Otherwise, i didn't have much trouble in the first big part... Nothing seemed TOO obvious but it didn't take much to figure out either, which i enjoyed : it still had me wandering around trying silly thing but never got me stuck and it gave the whole unfolding of the story a cool pace. It started to get harder starting from the siege part, thou. Welll, the puzzles weren't THAT hard, but i just didn't have much of clue as to what i was supposed to do.
    The rubber tree one really got me stuck, cause i really didn't expect having to return to those damn islands.
  • edited August 2009
    This episode game was pretty easy, for me anyway.
    I turned hits on at one point as I coudn't figure out how to fish.
    The hint was that I needed to plunder more...so I kept searching for a rope and pole to make a fishingpole.
    Turns out, you don't need any of those things.... and the hint was misleading....

    Except for this the whole episode was great. I do miss the occasional mini-games like in Sam and Max though...
  • edited August 2009
    Still on the easy side for me, never got stuck, but its a great chapter of what is becoming a great game.

    I kinda gave up on whishing for harder episodes. When you got a limit of places to go and things to interact with, it narrows the options a lot, and so the difficult is less. So i guess asking for harder episodes its kinda complicated.

    But even i think they are easy, that doesnt make them less enjoyable. The story is great, jokes are funny, and puzzles are funny to resolve despite being easy.

    In general its a great game.
  • edited August 2009
    I found it harder than the first one, but I feel it was much shorter.
  • edited August 2009
    Neither of the two episodes were particularly hard - but personally, I don't want a game to take longer to complete because I'm stuck on a puzzle for two weeks. That's artificially making the game longer. So far, I feel the difficulty is decent enough to give you some impression of progress.

    Also, since this game is as divided as it is, the number of locations available at a time are a lot lower than in the other Monkey Island's. When you have a small area to explore, puzzles will inevitably become a lot easier. Especially since you know everything you need is in that small area somewhere - unlike MI2, where items and clues could be collected from all three islands.
  • edited August 2009
    In all honesty, I think this is exactly the right kind of difficulty for an adventure game. People often call the poorly conceived puzzles of earlier adventure games better because they're more difficult, but that difficulty is often the result of lazy design and backwards logic. All the puzzles in ToMI can be reached through thinking, as opposed to just using every object with every other object until you want to hang yourself. The two MI episodes we've had so far are impeccably well paced and structured works, which is exactly what I've come to expect from Telltale.

    Masochistic puzzles are to adventure games what random encounters are to RPGs. They both hurt their respective genres by making for overly frustrating experiences. I'm glad that Telltale has moved beyond this tired convention of inane puzzles that exist only to inhibit the player instead of move the story along.
  • edited August 2009
    It's too short! It's not hard enough! I want my money back!

    ...

    That was just a sam and max quote.

    Finding that island had me stumped. When I finally realized it though, I wasn't actually annoyed, I don't mind an observation puzzle, as long as it's not too bad. Made it feel like an old monkey island.

    I thought it was plenty hard enough. Sure, it wasn't too hard, but I like solving puzzles, getting stuck for ages sucks.
  • edited August 2009
    hey does anyone here know what the fish egg's were for?? i never used them lol
  • edited August 2009
    hey does anyone here know what the fish egg's were for?? i never used them lol


    used to try and catch a fish but fails
  • edited August 2009
    They were ment to give you hint that you are looking for other, stronger, fishbate.
    You could fish with them but they didn't give you anything.
  • edited August 2009
    Chapter 1 and 2 are both very easy, but I feel like they're easy not because the puzzles are trite, but because they're logical and the writing has enough subtle hints to it. I'm not sure it's a terrible thing, though I could stomach a bit more challenge.
  • edited August 2009
    MarkDarin wrote: »
    I tried something a little different with the hints this time (Still affected by what setting you have hints at). Not all of the hints come in the form of Guybrush just blurting out something as you walk around. This time I integrated more of the hints into the gameplay. Sometimes new dialog options would appear for characters you talk to. Sometimes just clicking on objects you have clicked on before will offer new descriptions to point you in the right direction. Sometime other characters will offer hints when you exit a dialog with them. I think there are even a couple of instances where the camera does something different when you click around the environment to highlight things you may have missed before.

    Those of you who wish the hints were more subtle and less outright telling you what to do, you have had help from out hint system and not even known it!
    This was a good idea and I appreciated it. On the downside the regular hints were sort of useless (all I ever heard was "I should look around for more stuff to punder" which tells you nothing.) Trade off I guess.
  • MarkDarinMarkDarin Former Telltale Staff
    edited August 2009
    Frogacuda wrote: »
    This was a good idea and I appreciated it. On the downside the regular hints were sort of useless (all I ever heard was "I should look around for more stuff to punder" which tells you nothing.) Trade off I guess.

    Not necessarily a trade off, just a side effect I didn't initially anticipate. When I do my next episode I can account for that.
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