Am i the only one who uses walkthroughs for this game?
I have played all three seasons of sam and max and i didn't finish one, not even one episode without using the walkthrough at least once (okay, three or four times)
I am the only one?
I am the only one?
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Whether it's because newer adventure games have gotten easier, or, god forbid, I've gotten smarter is... well... beside the point. Though I have been known, in the earlier seasons, to dabble into the Hint System once or twice.
Season 3 I didn't have to though. Mostly because Future Vision was a Hint in itself. In all reality I think it's just better puzzle design. Not too obscure, but not obvious. Telltale has hit a fine median with all of their series.
Season 3 (and other newer games of this genre) have grown up and tend to a more logical puzzle form which is nice and makes the puzzles that much easier if you are a logically minded person; but also more fun because you're not left thinking why the heck did I need x to do y?
Because there wasnt one.
I remember using one for 201 and 203 though. I don't honor those moments.
Although it seems TTG gets easier, with only 1 use in ToMI, and none at all for Sam and Max season 3...
I've played a lot of adventure games so far, and some of them were far more difficult. For example, I think I had to use a walkthrough for each of the old Lucas Arts adventures at least once, which again can be quite frustrating.
So I know it's a thin line between too easy and too hard, but I'm still wishing for Telltale to put out a really challenging game. Maybe they could do it like in MI 2 and 3, where you could set the difficulty level at the beginning.
Although I've been a little disappointed by the puzzles, I'm still a big fan of Telltale Games though, because of the great storytelling, humour, voice acting, etc.
Yeah, but there's hard and hard. The Monkey Island "hard" is not the same that Runaway or Hit the Road "hard"... I mean, some people can't just try to figure out the way of resolving the puzzle during days.
Yeah, you have a point here.
Not only do they got illogical puzzles, but across timezones.
Game was great though, but I probably used a walkthrough 50 times...
Old adventure games...like walkthrough is mandatory unless you wnat to be stuck for days. I don't play games like that :9.
I agree about the hint system being annoying because I always know what has to be done, I just don't know how to do it because I overlook an object or a really strange way of doing something. The hint system just tells you what you have to do rather than giving the player clues on how to do it.
a) You did not find a certain hotspot/ collectable item/ exit into other area.
b) You actually did not try something you were definitly sure you already did.
c) You have to finish some conversation before you can actually proceed with the game.
It can, and will, happen to everyone.
'B' has happened to me a lot X(, but another reason, at least, it's a huge issue for me, is not knowing that the game alows me to do something/move somewhere.
Ex:
I agree. I started playing that game before drugs were available to me. It was waay too hard but I played it recently and it was piss easy except the last bit in the future.
I did find myself using walkthroughs a lot less in Season 3, though. I don't think it's a case of the games getting easier, and unfortunately I don't think it's a case of me getting smarter either. I think the difference is that Telltale has done a good job of narrowing the space of disconnect between the player and the game. In previous games it was sometimes difficult to get into the heads of the characters and immerse yourself in the unique logic of the game's world. In Season 3, with its new features, powers and storytelling techniques, it was a lot easier to get into the characters' heads (literally in many cases).
I avoid Walkthroughs as much as possible because they can ruin the story for me and I love surprises.
That counts as 'A'.
I also suspect many folks who look at walkthroughs would have eventually figured out how to get unstuck if they weren't so anxious to finish the story. I mean, there are people asking for hints in the hint forum within hours of the game release time. If story is your real interest in the game, then you shouldn't feel any guilt about using a walkthrough or think of it as cheating -- you paid for the game, it's totally up to you to decide how best to enjoy it. (I occasionally play an old-school-style, light-on-story first-person shooter. I have great fun with it but get bored with the same-ness 3/4s of the way through. So I put it on god-mode and finish the game. I don't feel the slightest bit guilty about it.)
I agree with this and wish Telltale would consider it:
because the puzzles in 305 were a serious let-down.
Yeah, me too. I think most of the puzzles were logical, they just required multiple steps in the chain of reasoning that they were difficult to foresee. You couldn't even thrash or guess your way through because there were so many inventory items, multiple verbs, and so many points of interaction. That's complexity, and while I don't necessarily want to go back to that extreme, it was this lack of complexity that made Season 3 so easy and less satisfying than playing a DOTT-like game with an occasional glance at a walkthrough.
I phoned the helpline for MI2 (I think it was getting the map pieces- I definitely couldn't solve the "monkey wrench" puzzle possibly not helped by being about 12 and not knowing the names of tools). I used a walkthrough for Broken Sword (or maybe BS2) when I failed to spot a pixel I could interact with... In general, it's always not spotting objects I can interact with that stall me.
Maybe had I not started playing these games pre-Internet, I wouldn't know how to solve the games without walk-throughs...? I really feel that it is a shame that people use walk-throughs. They are not necessary in these recent games and in relying on them, you are never developing the confidence to solve them on your own. I refuse to believe that people that use them are more stupid than those that don't- I believe that they are just more impatient and need to calm themselves down and learn how to approach the game anew. Or else they will never learn the skills these games can impart.
There was a reason I said
Sure, I'd love to play a DOTT-like game again, too. I just don't think it's realistic to ask that of Telltale. I think we have to understand that our opinions on difficulty are not in the majority here, and that they would lose sales if they did that. I don't think they'd lose any sales, and could improve overall customer satisfaction, if they just brought the level of difficulty back to what it was in Season 2 or TOMI, at a minimum. That would be fine with me. For real challenging adventures, we'll have to look elsewhere, to smaller companies that aren't trying to be so mass-market. (I think the forthcoming JP and BTTF games, which are going to attract interest in a much broader segment of the gaming community than S&M, will tell us a lot about where TT is going. But expanding on that would take the thread even further off-topic, so I'll refrain. )
The only Telltale game I've needed help with so far is Strong Bad, which can be really hard to get 100%. For example, for one point you have to turn the hint rate to high, which I never would have guessed. But that's not really what I want, when I ask for harder puzzles. There are other good selling adventures that require more thinking while still being logical. So I don't think the business argument counts.
As for the hardest adventure I've seen so far, I would have to say the first Discworld game (not the text adventure). That game doesn't give you any hints at all, just general directions like "find six golden objects", which sometimes can only be heard once. And some of the puzzles are almost unsolvable. For example:
Kidding, kidding.
I try to figure things out on my own, but then I find a good guide and continue to use it. Since I already have it pulled up, anyway.