Worst puzzle in episode 4
which puzzle do you think was the worst in episode 4? Personally i believe its the part when your in 1986 and doc leaves. you then just have to move and he comes back. why this is not just one cut scene is beyond me
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The worst puzzle for me was the one with the green lamp, totaly useless.
I agree! I've said this elsewhere, but I kept trying to turn that light green. I tried to use algae cakes and I tried to find a way to stea a green bulb from Emmett's lab.
I couldn't do either, and it turned out that the solution was simply to go do other things and come back to it!
Which the game explained that all you had to do was wait. FCB only said that it just had to wait, nothing you could do to hurry it along. It won't turn green a second time till you do the errands for Trixie.
OMG, I've seen it already in 1000 adventure games.... it's the lazier kind of puzzle that a game designer can do.
It's the lowest point in Telltale's career, IMHO.
What about the objects you needed to use on Enstein? It was used at least 3 times, and already done in Tales of MI.
The rest is knowing which light to use for what picture. Which even THAT is easy if you have Marty look at the pictures on the screen.
Only trick then is DONT turn off the switch that turned it on to begin with, otherwise you start over.
And the green light in the DeLorean was just plain bad. What was the deal there, Telltale couldn't figure out anything we could do to get it to trigger?
The light bulb thing was rather uninspired. I hate when I have to repeat the exact same action in adventure games. Also, just leaving the place and coming back again to turn the light green is pretty stupid.
The episode had a lot of good puzzles, however.
Strangely enough, this episode has the most brilliant puzzle out of all puzzles in BttF:tG, which is aging Emmett's formula example. It had inventory use, the solution wasn't blatantly pointed out, the use of time travel was implemented in it (which was what we all expected when we first heard about Telltale making a game about BTTF). Overall it DID satisfy me when I solved that one by myself.
Huh, are you talking about the green light in the TAR-I mean DeLorean? Otherwise you should have just played the happy music or interact with the stew to green light the green light.
I would have been okay with the newspaper under the door puzzle, except that the door was completely soundproof. How is a door soundproof when it has a gap in the bottom big enough to fit a newspaper and a pill through?
You know... you got a point there...
fcb is an alternate version of doc brown and marty trusts him..so why would he try to trick him?
Maybe Kid Beyond had a sore throat and wasn't up for recording new Biff lines :P
It would turn green for me everytime I went to Young Doc's lab and then came back to the Expo.
Sort of like The Witcher's "it'll be ready in a day", which meant "exit the house, walk back in" and voila! :P
No, I was talking about the DeLorean. Perhaps I should have made that clear since there's a green light bulb in the mind map puzzle, too.
They've never a big problem, but I find that these always annoy me and break the immersion slightly.
The worst example in my opinion is in Episode 4, where the light in the Delorean does not turn green until you've used the spray-can to get the firs out of the tar pit, presumably to stop you getting yourself stuck.
This was annoying seeing as you have no reason to get the firs until Trixie asks for them, which can't happen until Cueball appears, which in turn is scripted not to happen until you've aged the spray-can, which you cannot do until you've picked up the firs. >_<
Yes, I thought really? What's next a key under a pillow that unlocks the jail cell?