Any doubts for the new game?

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Comments

  • edited September 2011
    Dr.Dino wrote: »
    For that you surely don't need to walk. 99,9% of all video-games only have story in cut-scenes, the rest you just walk around beating, shooting and doing stuff that barely influence anything to the story.

    Lol! it reminds me this :

    Quantic Dream founder David Cage reckons that Heavy Rain's storytelling makes Uncharted: Drake's Fortune look like a porn movie.

    "The big difference between Uncharted and what we're doing [in Heavy Rain] is that Uncharted was still structured like a videogame," Cage, whose studio developed Fahrenheit and is currently working on PS3-exclusive Heavy Rain.

    "It gives you a bit of story, then action, then a bit of story, then action - like porn movies, when you think about it," he elaborated. "Porn movies are structured in exactly the same way, except that the action is not the same! Most videogames are done like that.

    "It's one thing to do a great cut-scene, even if it's real time. It's another thing to try to tell the story as you play, so the story's not told through cut-scenes, it's told through gameplay. So you don't need acting performance in cut-scenes. You need interactive performance," he said.
  • edited September 2011
    My only issue with the game: The Jeeps headlights are supposed to be square, they are in the movie, they were in real life. the round headlight wouldn't be available until the 1997 Model Wranglers (I'm a HUGE Jeep enthusiast lol)
  • edited September 2011
    My only issue with the game: The Jeeps headlights are supposed to be square, they are in the movie, they were in real life. the round headlight wouldn't be available until the 1997 Model Wranglers (I'm a HUGE Jeep enthusiast lol)

    We know...but TT didn't wanna pay for the rights to the jeep.
  • edited September 2011
    FPug wrote: »
    We know...but TT didn't wanna pay for the rights to the jeep.

    Understandable. but since thats the only thing wrong with the Jeeps (otherwise they're 100% accurate!) I suppose I can forgive them. :p
  • edited September 2011
    This debate is too "why can't I move with the stick?" instead of "Why should I move the stick?".

    "You were so concerned with whether or not you COULD, you didn't stop to think whether or not you SHOULD!"

    lol...couldn't resist. ;)
  • edited September 2011
    Lambonius wrote: »
    "You were so concerned with whether or not you COULD, you didn't stop to think whether or not you SHOULD!"

    lol...couldn't resist. ;)

    lol
  • edited September 2011
    I have issues with the gameplay. It looks like it's all quicktime events and that's not something I'm into. I feel like Telltale's next game would be a movie where you just have to push the same button every five minutes to play another cutscene.
  • Sinaz20Sinaz20 Telltale Alumni
    edited September 2011
    Spadge wrote: »
    I have issues with the gameplay. It looks like it's all quicktime events and that's not something I'm into. I feel like Telltale's next game would be a movie where you just have to push the same button every five minutes to play another cutscene.
    It's every aspiring game designer's dream to work for a company that will let them design games that use only one button and have no gameplay to speak of. DREAM JOB!

    Seriously... nobody at Telltale is interested in a game built around the concept of an unpause button.
  • edited September 2011
    Sinaz20 wrote: »
    It's every aspiring game designer's dream to work for a company that will let them design games that use only one button and have no gameplay to speak of. DREAM JOB!

    Seriously... nobody at Telltale is interested in a game built around the concept of an unpause button.

    Will release one demo of Jurassic Park: The Game for PS3 as they did with BTTF?.

    Thanks.
  • Sinaz20Sinaz20 Telltale Alumni
    edited September 2011
    JPFan wrote: »
    Will release one demo of Jurassic Park: The Game for PS3 as they did with BTTF?.

    Thanks.
    I don't know. Sorry, man. I do not have that information.
  • edited September 2011
    My only issue with the game: The Jeeps headlights are supposed to be square, they are in the movie, they were in real life. the round headlight wouldn't be available until the 1997 Model Wranglers (I'm a HUGE Jeep enthusiast lol)

    Jeep is being a naughty naughty with their copyrights. TellTale can't model the Jeep just like the Wrangler. Be glad it is a Wrangler and not some other car.

    I really have no strong feelings one way or the other, I just hope it doesn't end up becoming another Back To The Future.
  • edited September 2011
    Yes, I have a doubt. At barely over a month before release, I doubt this game is ever going to be available for preorder again. I mean, I know it doesn't matter for the PC version too much, but I like getting things outta the way ahead of time so when it's available, all I have to do is click, wait a few minutes, and start playing.
  • edited September 2011
    Elogotar wrote: »
    Yes, I have a doubt. At barely over a month before release, I doubt this game is ever going to be available for preorder again. I mean, I know it doesn't matter for the PC version too much, but I like getting things outta the way ahead of time so when it's available, all I have to do is click, wait a few minutes, and start playing.

    I honestly don't think telltale would leave us hanging. Over the three years I have been on the forums..they've always made an announcement close to the games release.
  • edited September 2011
    Icedhope wrote: »
    I honestly don't think telltale would leave us hanging. Over the three years I have been on the forums..they've always made an announcement close to the games release.

    I'll echo that. I seem to recall that they tend to open pre-ordering about a month before release, so with a release date of the 15th of November (I think that's been confirmed by Telltale, though not I'm entirely sure) I would expect pre-orders to begin again around the middle of October.
  • edited September 2011
    Also, Puzzle Agent isn't an adventure game. It's a puzzle game.

    It IS and adventure game, it is just set around a puzzle THEME. You point and click, and solve puzzles. The only difference is that the puzzles are much more common.
  • edited September 2011
    I still really can't get used to that Bone-Shaker....
    Especially with that what has been shown, even in the newest Action-Montage.

    First of all, I know that the game is set in the movie canon and therefore doesn't necessarily follow some rules of the book.
    But I do want to refer to the scene in the novel where the whole group visits the control room and get a short overview on the park's control system:
    "Not just now," Gennaro said. "What about your mechanical systems?"
    "You mean the rides?" Arnold said.
    Grant looked up sharply: "Rides?"
    "None of the rides are running yet," Arnold was saying. "We have the jungle River Ride, where the boats follow tracks underwater, and we have the Aviary Lodge Ride, but none of it's operational yet. The park'll open with the basic dinosaur tour-the one that you're about to take in a few minutes. The other rides will come on line six, twelve months after that."
    "Wait a minute," Grant said. "You're going to have rides? Like an amusement park?"
    Arnold said, "This is a zoological park. We have tours of different areas, and we call them rides. That's all."


    I just want to point out that Jurassic Park isn't thought to be an amusement park and therefore a rollercoaster seems a bit out of place.
    I know that the target audience would be kids and families, so there also has to be a kids corner or a kids area to rest or amuse beside the zoological part.
    But why the heck do Gerry, Jess and Nima ride it? As one screenshot indicates we probably have to set up a switch so that the coaster follows a special track but it all feels quite ludicrous and insincere.
  • Sinaz20Sinaz20 Telltale Alumni
    edited September 2011
    tope1983 wrote: »
    I still really can't get used to that Bone-Shaker....
    Especially with that what has been shown, even in the newest Action-Montage.

    First of all, I know that the game is set in the movie canon and therefore doesn't necessarily follow some rules of the book.

    I just want to point out that Jurassic Park isn't thought to be an amusement park and therefore a rollercoaster seems a bit out of place.
    I know that the target audience would be kids and families, so there also has to be a kids corner or a kids area to rest or amuse beside the zoological part.
    But why the heck do Gerry, Jess and Nima ride it? As one screenshot indicates we probably have to set up a switch so that the coaster follows a special track but it all feels quite ludicrous and insincere.

    As you've pointed out, novel canon is not canon we're allowed to touch.

    But, the Boneshaker is handled with a certain air of authenticity and reverence. The reveal also serves to further a character arc in the story.

    I also feel that the decision to realize the Boneshaker is topical to the concept of modern theme parks, especially with the way certain parts of Disney parks have leaned more towards thrill experiences than pageants. That may not have been a conscious theme made by us, but Boneshaker doesn't feel out of place to us. Look at Jurassic Park The Ride at Universal... it's a splash-down. Weeeeee! :P
  • MarkDarinMarkDarin Former Telltale Staff
    edited September 2011
    The Bone Shaker may not suit everyone's tastes, but I took my inspiration from a Speilbergian storytelling point of view. The man knows how to make ridiculous things happen (Climbing down a tree chased by a runaway jeep that ultimately crashes right on top of you, yet you luckily survive!) and still make them feel both thrilling and somehow believable in the moment!

    My goal was to recreate this same kind of necessary pacing for the story, and still have it's presence relevant to the overall arc. Its there to juxtapose generations of culture against modern frivolity. It also metaphorically represents the disrespect InGen had not only for the science in creating the Dinosaurs, but for the land on which they built the park itself. These are some important themes for the characters we meet.

    So while the ride might not be everyone's cup of tea, understand that it wasn't added with reckless abandon, there was a lot of thought and motivation behind it!
  • edited September 2011
    "It also metaphorically represents the disrespect InGen "


    Wow, thats actually pretty sweet. Ok, I take everything I said about it being out of place back... And seeing the latest video footage of this scene in action made it seem pretty cool too!
  • edited September 2011
    Wow, that was well put, and definitely seems like you guys know what you're doing.
  • edited September 2011
    MarkDarin wrote: »
    The Bone Shaker may not suit everyone's tastes, but I took my inspiration from a Speilbergian storytelling point of view. The man knows how to make ridiculous things happen (Climbing down a tree chased by a runaway jeep that ultimately crashes right on top of you, yet you luckily survive!) and still make them feel both thrilling and somehow believable in the moment!

    My goal was to recreate this same kind of necessary pacing for the story, and still have it's presence relevant to the overall arc. Its there to juxtapose generations of culture against modern frivolity. It also metaphorically represents the disrespect InGen had not only for the science in creating the Dinosaurs, but for the land on which they built the park itself. These are some important themes for the characters we meet.

    So while the ride might not be everyone's cup of tea, understand that it wasn't added with reckless abandon, there was a lot of thought and motivation behind it!

    Beautifully put!! BRAVO. People can complain about the style of gamplay or the graphics, but complaining about the action sequences and story is almost and insult when you guys have actually take so much time to deliver a rich story. The attention to detail is amazing and it really shows!!
  • edited September 2011
    MarkDarin wrote: »
    The Bone Shaker may not suit everyone's tastes, but I took my inspiration from a Speilbergian storytelling point of view. The man knows how to make ridiculous things happen (Climbing down a tree chased by a runaway jeep that ultimately crashes right on top of you, yet you luckily survive!) and still make them feel both thrilling and somehow believable in the moment!

    Yeah, that scene is quite thrilling! After watching the movie for several times I asked myself: Why didn't Grant and Tim just climb on the other side of the trunk? From that on the scene lost a lot of thrill for me.
    (Of course you can make your own justifications like "they were in fear and just hurried down and didn't think that much. Which is true in moments of danger!)
    My goal was to recreate this same kind of necessary pacing for the story, and still have it's presence relevant to the overall arc. Its there to juxtapose generations of culture against modern frivolity. It also metaphorically represents the disrespect InGen had not only for the science in creating the Dinosaurs, but for the land on which they built the park itself. These are some important themes for the characters we meet.
    So while the ride might not be everyone's cup of tea, understand that it wasn't added with reckless abandon, there was a lot of thought and motivation behind it!

    THAT's actually a quite nice approach! I like that the theme of disrespect of nature and commercial intentions come into place. That's what the whole main topic of Jurassic Park about. Allthough Hammond in the movie version was quite the nice old grandpa who tried to realize his "flea circus".
    In the novel he doesn't respect nature. It's just used to gain money.
  • edited September 2011
    MarkDarin wrote: »
    It also metaphorically represents the disrespect InGen had not only for the science in creating the Dinosaurs, but for the land on which they built the park itself.

    Thats a good idea, didnt even think about that. Let a character imply that alongside in some dialogue.
  • edited October 2011
    FPug wrote: »
    Gosh, that's just harsh.

    But if accurate, it means the game will be pretty damn ordinary sadly...
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