ah, so any item. So my next question is What does that Hyperdrive Mode thing (or whatever it was, been a while since I've played a game, didn't check in Ice Station Santa I've seen in several games do? it doesn't seem to do anything
ah, so any item. So my next question is What does that Hyperdrive Mode thing (or whatever it was, been a while since I've played a game, didn't check in Ice Station Santa I've seen in several games do? it doesn't seem to do anything
It did nothing. Just there to annoy people. Sorry.
It doesn't work if you play it on a low graphic setting, though.
I feel like elaborating on this, in case any questions/complaints arise on the matter.
The hotspot display feature only works above a certain quality level because it requires that depth of field effects are enabled, which gets turned off at settings lower than 3 or 4, I believe.
so mess with the heads of people. I thought for a second it would make the entire game move faster. It seemed to make it move smoother when I selected it in Crossover, but I must have been going crazy
I feel like elaborating on this, in case any questions/complaints arise on the matter.
The hotspot display feature only works above a certain quality level because it requires that depth of field effects are enabled, which gets turned off at settings lower than 3 or 4, I believe.
Thanks for the specifics. I can only play at level 1 so I had no clue when it starts being possible, which is why I wasn't more specific.
Wow, this looks UNBELIEVABLY slick. That trailer showed a whole new level of the telltale engine so far as i can tell. Nice to see TTG changing it up, I'd hate for S&M to start getting stale. Much anticipation!
Hotspot highlighting is no longer tied to your graphic quality setting. I believe it is limited to gamepad controls, however, as it is tied in with the way you select things in that mode. Pressing the equivalent of right-trigger will make hotspots show up.
I just have to say, the interface on this looks unbelievably good.
From the GDC video, using Sam's notebook as an interface to keep track of characters/puzzle progress is simply genius. Looks like it has a really natural feel to it too.
And the way Max's "powers" are accessed I never would have expected to see in a Telltale game.
Undoubtedly there's going to be a lot of people upset by the changes, but as far as I'm concerned, bring 'em on.
I still prefer the old dialog trees: just reading the options is funny.
I can see why they went with the new ones: the element of surprise. I've personally always loved CMI's take, which, gives you one part and surprises you with another. For example (and I'm writing this; can't remember much CMI with this Sam and Max thing):
Were you always this stupid, or did you have to work on it?
The bolded part would be the one that showed-up in a dialogue tree, like this: "Were you always this stupid?". I've always loved that system.
I still prefer the old dialog trees: just reading the options is funny.
I hate this!! I don't want to "read the joke" I want some of the best voice actors in the business to deliver it. I also don't want to know what the joke is before I hear it. The dialogue options look perfect to me, and more reminiscent of Hit the Road.
I hate this!! I don't want to "read the joke" I want some of the best voice actors in the business to deliver it. I also don't want to know what the joke is before I hear it. The dialogue options look perfect to me, and more reminiscent of Hit the Road.
The written dialogue lines can work well, particularly in cases like the Monkey Island series (including ToMI) where at times they're used as an indication of inner thought that is transformed in to something either less likely to cause offense (Voodoo lady's pictures of grand children) or less likely to cause death (some of Guybrush's available responses to LeChuck). Great depiction of the inner censor (though Psychonauts still has the award on depictions of inner censors.)
That said, the new system does seem closer to that used in Hit the Road where only icons were used to depict the general subject of conversation. If I remember right, there was also a duck icon for the non sequitur comments Sam could make, so...If they're going back to subject based conversations, hopefully there's some way to see which is the "bizarre" conversation choice.
i really hate the ToMI controls, so this is really bad news for me... but i can't resist buying it :P
on the dialogue choices. It really annoys me how innacurate it is in Mass Effect (where it actually makes a difference). in Sam & Max it's funny and no big problem
Yeah, I have to say I'm pretty disappointed about this.. I'll be buying it regardless, but the click and drag control scheme was literally the only thing I did not like about Tales of Monkey Island. It was awkward to use, and after all the complaints, I'm pretty surprised to hear it's been retained for Sam & Max.
I also hated the click and drag system, easily the worst thing about ToMI. Sigh, guess I'll have to stop doing whatever I was doing with my other hand and use it for the wasd controls
Did you guys ever consider WASD, like, at all?
It's not like its "Click and Drag or DIE!!!!!!"
Just sayin
There does not exist a single game i'm playing with WASD. FPS related i prefer laying the movement steering on the mouse. Dunno kind of reminds me of "Did you consider using machinecode instead of Ruby?".
Click-and-drag definitely needs some ... tweaking. Okay. Tons. It has a lot of potential, but from my end it's way too finicky/sensitive to use for more than a few minutes at a time. WASD and arrow keys, on the other hand, work just as you'd expect them to. I'll choose the straight-forward method over the ability to play with one hand any day -- at least if and until click-and-drag becomes relatively intuitive.
At the moment though, I find WASD to be perfectly adequate. Except now I'm waffling between picking up a gamepad or double-dipping on the PSN release to see if I'd like that better. Hmph.
Awww, I hate having to reach up to the keyboard for adventure games and click 'n' drag doesn't work very well. I really miss just being able to click where I want to go. Why can't you include that in addition to all the other schemes?
Awww, I hate having to reach up to the keyboard for adventure games and click 'n' drag doesn't work very well. I really miss just being able to click where I want to go. Why can't you include that in addition to all the other schemes?
I'm glad to see so many control inputs! I think (almost) everyone should be happy now.
THANKS, TELLTALE!
Some questions.
Is the gamepad support on PC limited to the Xbox 360 controller or pretty much every win-compatible joypad is supported?
I can still go with Joy2Key, but I'd like to know if my PS2-PC hybrid joypad will work out of the box.
May I control the game entirely through keyboard? Does full-keyboard-control trigger the gamepad mode?
I really miss just being able to click where I want to go. Why can't you include that in addition to all the other schemes?
There are threads discussing this all over the forum. What it comes down to is this: Making a game support point-and-click imposes strict requirements on level design and cinematography. We don't want to work within those requirements, so we dropped point-and-click.
Comments
It doesn't work if you play it on a low graphic setting, though.
It did nothing. Just there to annoy people. Sorry.
I feel like elaborating on this, in case any questions/complaints arise on the matter.
The hotspot display feature only works above a certain quality level because it requires that depth of field effects are enabled, which gets turned off at settings lower than 3 or 4, I believe.
Thanks for the specifics. I can only play at level 1 so I had no clue when it starts being possible, which is why I wasn't more specific.
Can I just point and click to move around?
Yes and no. mostly no, but if it's like ToMI and W&G you can click on items to get closer to them, and that's kinda limited point&click.
If you click on something, you will walk to it before using it. Clicking on the ground doesn't do anything.
Hotspot highlighting is no longer tied to your graphic quality setting. I believe it is limited to gamepad controls, however, as it is tied in with the way you select things in that mode. Pressing the equivalent of right-trigger will make hotspots show up.
From the GDC video, using Sam's notebook as an interface to keep track of characters/puzzle progress is simply genius. Looks like it has a really natural feel to it too.
And the way Max's "powers" are accessed I never would have expected to see in a Telltale game.
Undoubtedly there's going to be a lot of people upset by the changes, but as far as I'm concerned, bring 'em on.
Can't wait for April 15.
I can see why they went with the new ones: the element of surprise. I've personally always loved CMI's take, which, gives you one part and surprises you with another. For example (and I'm writing this; can't remember much CMI with this Sam and Max thing):
Were you always this stupid, or did you have to work on it?
The bolded part would be the one that showed-up in a dialogue tree, like this: "Were you always this stupid?". I've always loved that system.
I hate this!! I don't want to "read the joke" I want some of the best voice actors in the business to deliver it. I also don't want to know what the joke is before I hear it. The dialogue options look perfect to me, and more reminiscent of Hit the Road.
The written dialogue lines can work well, particularly in cases like the Monkey Island series (including ToMI) where at times they're used as an indication of inner thought that is transformed in to something either less likely to cause offense (Voodoo lady's pictures of grand children) or less likely to cause death (some of Guybrush's available responses to LeChuck). Great depiction of the inner censor (though Psychonauts still has the award on depictions of inner censors.)
That said, the new system does seem closer to that used in Hit the Road where only icons were used to depict the general subject of conversation. If I remember right, there was also a duck icon for the non sequitur comments Sam could make, so...If they're going back to subject based conversations, hopefully there's some way to see which is the "bizarre" conversation choice.
on the dialogue choices. It really annoys me how innacurate it is in Mass Effect (where it actually makes a difference). in Sam & Max it's funny and no big problem
Not game destroying, but..
It's not like its "Click and Drag or DIE!!!!!!"
Just sayin
Hear hear.
There does not exist a single game i'm playing with WASD. FPS related i prefer laying the movement steering on the mouse. Dunno kind of reminds me of "Did you consider using machinecode instead of Ruby?".
At the moment though, I find WASD to be perfectly adequate. Except now I'm waffling between picking up a gamepad or double-dipping on the PSN release to see if I'd like that better. Hmph.
Camera angles...art direction...loads of stuff.
If so, can i just drag items onto each other as opposed to the slot system used in ToMI?
THANKS, TELLTALE!
Some questions.
Is the gamepad support on PC limited to the Xbox 360 controller or pretty much every win-compatible joypad is supported?
I can still go with Joy2Key, but I'd like to know if my PS2-PC hybrid joypad will work out of the box.
May I control the game entirely through keyboard? Does full-keyboard-control trigger the gamepad mode?
That's what I'd like to know as well.
There are threads discussing this all over the forum. What it comes down to is this: Making a game support point-and-click imposes strict requirements on level design and cinematography. We don't want to work within those requirements, so we dropped point-and-click.