Can't turn off hint system completely/ icons way too big
In the game while playing i went to the help menu and changed there to text popup and goal popup and hint level to the lowest and still its telling me what to do in the game.
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Edit: No, those hints still pop up...
How far are you in the game? They go away after the scene in Doc's lab.
I have just begun the game after circumventing the error that requires the game to be run under an Administrator account. I was unaware that the initial hints could not be disabled. Thank you for your assistance.
Great game otherwise, BTW!
Seconded! They are huge icons, and take up a ton of space. And it is sort of weird that there is an icon for "The Story So Far" which I have yet to actually use, but yet in order to reach the Game Menu (to save, load, quit, etc) you have to hit Esc. There ought to be an icon for that, since it is likely to be used much more often, and get rid of the Goals, hints, and Story So Far icons. Just put them in the Menu.
thx
YES, YES, YES and YES. The entire Doc's lab scene is clustered with those. It's just ugly and, by the way, no one ever gets to experience the game like it was shown on the gametrailers.tv gameplay scenes.
maybe because i turned off the hint system in the game options right from the start? or am i just deaf when it comes to hints???
and yeah, i would also like an option to hide the gui
This doesn't only include the hint thing on the left and one's inability to get rid of it. At least two of the three icons in the upper right are almost never used. "The story so far" is even more of a hint system. Why would you need PERMANENT, huge icons for that? I don't get these design choices. Drawing in adventure newbies, no problem, but establishing three hint systems which can't be turned off, blech. That the puzzle experience is woefully inexistent belongs into another thread, though.
Yeah, I agree they can be annoying, but I very much doubt you'll see such obtrusive stuff in future episodes.
With the walking and such they pass eventually, but the doc hint is permanent until you select the model .
+1
Developers, please don't make so big UI things on the game screen.
Also, there're strange controls via mouse and keyboard. WSAD works like ADWS or sort of it, i.e. when you click 'W', Marty doesn't go to the deep of screen (to forward), he goes to right... And player walks after strange mouse click (slide hold mouse button to the side), for why?
I had NO problems with that, actually. Mainly because Marty walks in the direction where he faces, so it's not that hard to figure out.
I haven't even used the keyboard but they remind me of the controls for Resident Evil.
I can't say I care for the UI either: the icons are too large, the 'goals' notice is unnecessary, and the inventory is on a separate screen. I hate to sound like a hater and PC snob, but it really feels only one UI was designed and it was made for the iPad.
The PS3 was the main promotional focus for Sam and Max Season 3. All the pre-release preview videos were taken from that version, and PS3 players got the NutriSpecs when nobody else did (yes, I'm still bitter about that. And I will be until the end of time. Thanks for going back on your word, Telltale!)
I'd say there are at least as many people complaining about them as there were about the repeated environment descriptions in Sam and Max Season One, and Telltale changed that mid-season.