Episode 2 - Too Easy!

Anyone else who finds episode 2, too easy?

Basically it's just a story you go along with, pick things up and the story unfolds and the puzzles are very obvious!

In the older games, one could spend hours trying to solve those puzzles!

Comments

  • edited August 2009
    Sadly I feel the same way. The game is way to easy. Episode 2 as well as episode 1. Because the game is so easy I miss many of the funny stuff and responses of Guybrush if you try something weird. I ran straight through the episodes without ever stopping at one single puzzle, and without trying to use everything with everything. You should have to try everything with everything. There are many jokes hidden, which you miss otherwise.
  • edited August 2009
    It kinda bothered me you could find out stuff about future puzzles. Like why would I ask about mast logs for my mast before Mcgilluty cracked it again. I knew that would be important then and it was pretty easy figuring out you needed the rubber tree. Also when you look at the crashed turtle stone thingy he says something like "maybe I can use this to fool the pirates" before they are even threatening lechuck.
  • edited August 2009
    Good to hear (and sad to hear) that more players than I experienced these things. Aggre with you that the puzzles are not separated and do not follow a logic timeline.
  • edited August 2009
    I think they were OK. Much better than most on Sam & Max. At least they were mostly logical. But, obviously there's plenty of possibilities to be making harder and better puzzles in future episodes, which I'm definitely hoping for.
  • edited August 2009
    I think Ch. 2 was HARDER than Ch. 1. The hint system was almost worthless, and some of the puzzles were very UN-straightforward.
  • edited August 2009
    A few of these problems mentioned can be mitigated by turning hints right off...

    as to general difficulty, I agree with the general sentiment, but still liked the game lots :)
  • edited August 2009
    Actually I had hints turned off...
  • edited August 2009
    I did find it a bit too easy.
    Especially some puzzles just where to obvious.
    example: You are at a spot where you need a big pearl, and guess what? On the rock nearby is a coupon for an oister, hmm, what to do?
  • edited August 2009
    Really the only trouble i had was, the bucket, i just didnt see the damn thing.
  • edited August 2009
    I found it easy enough, but look at the number of people complaining about the hint system!

    Clearly it's too hard for some people.

    I think the difficulty has a nice balance now. I would like them to get progresisvely harder though.
  • edited August 2009
    The difficulty comes from problems with game design--poor visibility of interactive objects like the bucket and crowbar. Other than that, everything was very easy. The difficulty doesn't bother me at all, so long as the puzzles and solutions are hilarious.
  • edited August 2009
    I haven't played it yet!!!!
  • edited August 2009
    much better than episode 1 anyways
    was a bit more challenging
  • edited August 2009
    I found it too easy. The only time I was stuck was because I did not notice there was an island on the upper right corner of the map.
    Maybe the puzzles are too logical.
  • edited August 2009
    I thought it was a lot harder than episode one, but again it was due to me missing items like the bucket, or not noticing the island, etc. It didn't help that the hint system did nothing in this one at all, which is disappointing because the first chapter was great at pointint you in the right direction when you didn't know what you should be doing, but never really gave anything away..

    Here you only got "I should plunder some more, arr!"

    But again, I feel the need to defend the more logical puzzles, rather than going back to the method of old adventure games which involve nothing more than clicking on everything until something happens. Easier, yes, but much more satisfying.
  • edited August 2009
    Winckle wrote: »
    Maybe the puzzles are too logical.

    Agreed.
    And don't get me wrong: I'm not asking for frustrating, impossible to solve "tape-on-cat" puzzles; just good old wacky Monkey Island logic. Everything in Siege of Spinner Cay worked very well: outstanding music and art direction, amusing cast and dialogues, many unexpected, fascinating plot twists. But the gameplay was just too linear, too smooth: I'm now replaying it and sadly I can't find anything of the irresistible, unpredictable puzzle flow we had seen in Screaming Narwhal. It's plain adventure gaming routine, without pleasant surprises: get the coupon, fish in the fishing well, fool the poxed pirates, replace the mast. After each puzzle I felt somehow disappointed: is it it? I just had to tell LeChuck what to do? I just had to make them dig up the rubber tree? The single exception was the amazing sword-fighting sequence... Fun and unpredictable, true Monkey Island style.
  • edited August 2009
    If they were to put in harder puzzles, then I'd suggest changing the combination interface in the inventory. It takes ages to combine everything that way. I liked the old style where you just place one object onto another to combine.
  • edited August 2009
    pilouuuu wrote: »
    I think they were OK. Much better than most on Sam & Max. At least they were mostly logical.

    I don't think they were logical, imagine a canon bouncing off a rubber mast. Anyway the puzzles were funny, people are finding it easy because the episode is too short so there is nothing much to explore and also not many interesting characters in this one.
  • edited August 2009
    Poor visibility of crowbar and bucket? Huh? It's a grey object located inside a yellow object, there's a closeup cinematic sequence, it's in the center of the screen..
    And the bucket .. located on the platform right where you stand when talking to the anemone, no other interactive objects close, center of the screen.. Imo you can't blame TTG for you not noticing those..

    Maybe the hint system should be even more revealing when you max it and in turn the difficulty should be increased to give more challenge without it.
  • edited August 2009
    Dark Byte wrote: »
    I did find it a bit too easy.
    Especially some puzzles just where to obvious.
    example: You are at a spot where you need a big pearl, and guess what? On the rock nearby is a coupon for an oister, hmm, what to do?

    Thanks, just my point! Only people under the age of 5 would have trouble figuring that one out! ;)
  • edited August 2009
    Zomantic wrote: »
    Agreed.
    And don't get me wrong: I'm not asking for frustrating, impossible to solve "tape-on-cat" puzzles; just good old wacky Monkey Island logic. Everything in Siege of Spinner Cay worked very well: outstanding music and art direction, amusing cast and dialogues, many unexpected, fascinating plot twists. But the gameplay was just too linear, too smooth: I'm now replaying it and sadly I can't find anything of the irresistible, unpredictable puzzle flow we had seen in Screaming Narwhal. It's plain adventure gaming routine, without pleasant surprises: get the coupon, fish in the fishing well, fool the poxed pirates, replace the mast. After each puzzle I felt somehow disappointed: is it it? I just had to tell LeChuck what to do? I just had to make them dig up the rubber tree? The single exception was the amazing sword-fighting sequence... Fun and unpredictable, true Monkey Island style.

    Agreed, in future episoded I hope they work away from "I-just-have-to-click through-this-dialog-to-make-things-happen".
  • edited August 2009
    It was too easy, and because of that it was really short, the times that I was stuck for a while was because I missed the island on the map. Good thing is that just about everything was logical but overall just too easy and short episode.
  • edited August 2009
    aberforth wrote: »
    I don't think they were logical, imagine a canon bouncing off a rubber mast. Anyway the puzzles were funny, people are finding it easy because the episode is too short so there is nothing much to explore and also not many interesting characters in this one.

    There was more to explore than in any other Telltale game as far as I know, and the characters were memorable, witty, and charming.

    People are finding it too easy because its just ONE chapter in a full Monkey Island game. It comes with playing the game in parts monthly. Try it again when it's all finished and together on one DVD and see if it still feels so short.
  • edited August 2009
    Poor visibility of crowbar and bucket? Huh? It's a grey object located inside a yellow object, there's a closeup cinematic sequence, it's in the center of the screen..
    And the bucket .. located on the platform right where you stand when talking to the anemone, no other interactive objects close, center of the screen.. Imo you can't blame TTG for you not noticing those..

    Maybe the hint system should be even more revealing when you max it and in turn the difficulty should be increased to give more challenge without it.

    That's hardly good logic. There were plenty of other things that stuck out more than those objects like the red boat which was not interactive at all, and dozens of items you couldn't pick up or use on the island with the manatee. When the problem happens to multiple people, it's an obvious game design flaw. You have to get over yourself and stop blaming the gamer. Obviously, you'd be the worst candidate for game design.
  • edited August 2009
    Thanks, just my point! Only people under the age of 5 would have trouble figuring that one out! ;)

    I think the problem here is lack of one and money to implement new locations and characters to get the coupon/pearl from.
Sign in to comment in this discussion.