Suggestions for minor improvements
Hey Telltale, congratulations!
The game's just awesome, it's even beyond what I expected!
I just found two things I'd personally change, I just tell you for the record, but know that as a long-time-nerdy-hardcore-die-hard-fan I can tell you the game's practically perfect! These two small flaws are just inventory related:
1) When I try to use an object with another one (that's OUTSIDE my inventory) and it doesn't work, I have to re-select the object from my inventory if I want to use it again. It would be more pleasant if it remained selected until I press the right button of the mouse to deselect it.
2) Very elegant choice to combine inventory objects, but maybe kind of a long procedure. Wouldn't it be nicer to combine them without placing the two objects inside the circles and the press the "+" sign?
As you can see, I find everything else perfect. Plot, voices, puzzles, humour, characters, situations.
Thanks for making this dream come true, from deep in my heart.
The game's just awesome, it's even beyond what I expected!
I just found two things I'd personally change, I just tell you for the record, but know that as a long-time-nerdy-hardcore-die-hard-fan I can tell you the game's practically perfect! These two small flaws are just inventory related:
1) When I try to use an object with another one (that's OUTSIDE my inventory) and it doesn't work, I have to re-select the object from my inventory if I want to use it again. It would be more pleasant if it remained selected until I press the right button of the mouse to deselect it.
2) Very elegant choice to combine inventory objects, but maybe kind of a long procedure. Wouldn't it be nicer to combine them without placing the two objects inside the circles and the press the "+" sign?
As you can see, I find everything else perfect. Plot, voices, puzzles, humour, characters, situations.
Thanks for making this dream come true, from deep in my heart.
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I can deal with it, I just think it's fair to give some feedback.
That's why we don't have anymore "look at" or "use" dinstinct commands.
Just a click, if the object is usable then he uses it, else he looks at it.
You can close it by right clicking outside the inventory But anyway, you must click, so you're partially right.
You can also close it by right-clicking *inside* the inventory
Yeah, was a fantastic game, really does the series proud I feel. Although a "click-here-to-move" system would still be nice I think.
Also, the ability to keep an item held while walking around would be useful - at the moment if you use the drag-to-move system (which I prefer to the cardinal direction keyboard movement) it removes whatever inventory item you were holding.
And yeah, the loss of a verb coin stings mildly - "Well, I don't wanna talk to the ramrod!"
Because even on the highest setting most of them look kinda JPEG-ish, if you know what I mean.
Though given how complicated it is compared to past adventure games, Monkey Island and otherwise, I had wondered whether it was a limitation of their game engine, but it seems doubtful.
- Right clicking anywhere on the screen should pop up the inventory like it did in The Curse of Monkey Island
- Point to click movement please? (I know this probably won't happen but at least I can ask )
Great job on the game so far guys!
My complaint has to do with the situations where what the player selects in the dialogue tree has nothing to do with what Guybrush says. Don't get me wrong, it's a terrific thing to do at the right time, but I think the earlier parts of the game are the wrong time to use it. Even after the introductory scene is finished, the player is still getting his bearings with the game environment, so it's important to keep the level of true interactivity as high as it can be.
I think it's hilarious, but I see your point.
It also happened towards the very end when you're talking to Guybrush's parents. That was one of the funniest parts of game, but I find the effect is easily diluted without proper timing and quantity. I think it's most effective towards the end and used sparingly.
Let's say it didn't bother me, I was trapped inside the game and didn't care
Btw, speaking about this reminded me the part where Phatt's governor sends you in jail, and your dialog options are:
1. I'll be back!
2. I'll be back!
3. I'LL BE BACK!
4. I'll be back!
Man I'm really laughing out loud now!
Let's just be clear... lets stop labelling people offering constructive criticism "complainers". I know it looks like there are a lot of people with complaints but really it's just people that still loved the game, but they love the series so much that if they didn't make suggestions to Telltale on how to make it absolutely perfect, they'd feel they were doing the series an injustice. Just look at the satisfaction poll to see how happy people are with it - 90% think it's very good/outstanding.
Like everyone else here, I have to start with my congratulations & how the episode exceeded my expectations in every way. The puzzles were great & the humour & references were fantastic. It truly was a pleasure to play, but that doesn't mean improvements can't be made, or that I'm a complainer by trying to add some respectful & constructive criticism.
1) First off, it has to be that old chesnut!... The desire for a point & click control option. Everybody wants it as at least an added option. After playing, to me it seems like something that could easily be added to the existing engine in later parts & perhaps even a patch for this episode.
2) Inventory. I constantly found myself trying to right click to bring up the inventory. I later found out the middle mouse button did this job but would still love TT to add it to the right mouse button in the future & again, possibly a patch for this one. Mixing items should be much easier too. Why can't I just click on an item & drop it on another to mix it? The conventional way is just too slow. I understand that patching this into episode 1 would be out of the question, but seeing it streamlined in future episodes would be great.
3) My last one & possibly thee least fixable one... The dialogue trees. I wish Guybrush would say what I chose. I see a really funny dialogue option that I'd like to see played out between the two characters, only to select it & see a completely different conversation play out. It's a little frustrating & takes the feeling of choice away from the player a little. I feel far more of an observer. The joke in CMI with the Voodoo Lady worked because it was unexpected. Guybrush always says what you tell him, so when the option of insulting the Voodoo Lady appeared, you actually thought he was going to say it.. then he wimped out at the last minute. It was funny. In this episode it's not. I ended up losing interest in the dialogue choices because unlike other MI games, I rarely expected Guybrush to say what I told him to.
On that last note, I feel this is one improvement that may not be possible to implement during this season. I would assume all the dialogue is recorded & the games are pretty much ready to go. Any last minute changes on that scale seem highly unlikely. Saying that though, they could just change a few of the question options to those of the recorded answers.
Well that's my main requests for improvement. Again, congratulations & many thanks to Telltale for an awesome instalment & remember, we only nitpick because we love MI so much & strive for perfection.
I hope Telltale read these posts
1. I'LL be back!
2. I'll BE back!
3. I'll be BACK!
4. I'll be back!
I remember the joke being about choosing which word to put emphasis on.
I don't see any need for this combination system, why can't I just click items together like before? It was a lot quicker and resulted in the same thing, now it's just longer and harder trying to combine different things together.
Items definitely need to stay equipped longer.
Anyway those are my very small complaints for a brilliant game, do with them what you will!
I think it was mentioned before, but it's to encourage people to combine stuff, if you hadnt played games much before like this, would you realise it?
What they should have done is have both methods. I'm pretty damn sure they will add the old method back in though, in hindsight.
Li,e wen the game started, guybrush was comming back from a great adventure on his boat, i was expectiong to see him in a crazy costume, with a bunch of ducks dresseds like pirates with a boat covered with chesse and equiped super cannons 2000 X (from his great adventure) but his was jsut there standing, even tho the jokes in that place where great i was expecting some visual sillyness.
Same think with the vodoo lady, i though she was gonna make some crazy dance, and maybe that machine on her shack could elevate the back wall revealing a cameramen and a directior, or maybe give some disco lights to the ambient,
In the freezer could had been some old character of a previous game frezzed in there.
I could go on forever, but i think that i made my point clear, more visual crazy stuff =p
It could be even better if the camera angles could stay fixed. Just to recount my experience: I was put at a lost when all the sudden the angle just closed in onto Guybrush when he walk across the bridge from De Singe's laboratory. The close-up instantly confused me as to whether I should be pressing "S", "A", or "D" when I have to guess where and how to walk back to a zoomed out screen. Yes, it's just a few seconds of dilemma, but I felt that it was an unnecessary to zoom in, where it has nothing to do with gameplay at all.
On the other hand, I like to congratulate the team for able to effectively change the camera angle to give a clear and concise zoom in when using the wind-vane, to enhance the gaming experience. When I first come across the wind-vane, I went "Oh no! Not the Grim Fandango vague direction flag-post..." Luckily, that didn't occur for the entire game.
Oh! By the way, is there a way to turn on/off auto-run. Kind of frustrating to hold-on to the shift while fiddling the WASD keys with spontaneously changing video camera angles.
2. Add in more visually bizarre moments.
3. Full Wii Mote controls/360 controller mapings.
4. Point and Click/Drag Hyrbrid (Drag when necessary [when you can't see the floor] point and click when you can)
5. Add in Eternal Sonata Style Shading to help it look 2d (So it feels more like curse, probably have to wait till season two... which I am expected since they adopted the SxExx labeling system.)
6. Mix the audio better. Having to go to options and turn down sound effects and music just to hear what people are saying should never have to happen.
7. Old Style Floating Lucas Sub-Titles
8. Make sure puzzles aren't glitched :-) There exists two Unbreakable Bottle Breakers at one time if you choose to break the unbreakable bottle before firing the canon.
9. Make Islands like Gelato not look like they are from Playstation One™
10. Fix the resolution settings to support what ever resolutions you can display in windows. (I.E. 1280x768)
11. Make a launcher with all game options before the game starts, make it load the same .pref for future episodes and (when the season is complete) Link them together so it doesn't break the flow of the game.
12. Make running toggle able.
This would of made it the ULTIMATE monkey island experience. Although it was full of awesome as is.
The inventory really is very time consuming for these and other reasons people mentioned. It's weird how the main game went from the "Click an action, click the item you want to perform it on" of previous games to the simple "Just click the item", but in the inventory we're back with the verb+item controls. LOOK AT Coffin. COMBINE breath mints WITH rootbeer. Why the distinction?
I usually play adventures with the touchpad on my laptop, but for TOMI it became so cumbersome that I just plugged in a regular mouse. Weird.
Anyway, the unwieldy inventory and poor performance are really the only complaints I have so far.
The only things I can think of, aside from what has allready been said:
- Don't put a "go back to jungle entrance" button, where a lot of games have their inventory button. I've clicked it a couple of times to reach my inventory.
- Some of the pirates looked a little simple, on the design side. Where games as CMI really gave every character something special.
Now I can hardly see the difference between the glass blower and the pirate with two wooden legs.
I like the designs of the main characters though.
God I hope TT don't ever start listening to 10 year old n00bs like you!:mad:
I'm VERY happy with the game so far, I didn't want the episode to end. The storyline so far has been thoroughly enjoyable and I can't believe I've got a whole month to wait until the second one!!
Here are my thoughts on some minor (very minor) issues
> Guybrush doesn't seem to be putting items in his trousers/pants, despite him referencing that he does. Visually they're going in his jacket.
> The inventory is fine as it is but some dialogue relating to the attempted combination of objects that aren't compatible would be nice. Dropping one item onto another is a bit more efficient too but if that's not possible perhaps double clicking on an item to add it to the combine items section might be a way around it?
> The controls are fine, I don't mind dragging with the mouse - it's better than using the keyboard... but I had to get my keyboard out to move the chair. Would have preferred some sort of mouse control for that. I liked that puzzle though!
> I hope there are more buildings that aren't locked in future episodes.. it's always nice to have lots of things to look at and have Mr 'brush comment on even when they're not necessarily important to plot progression.
> There are a few glitches in the game. I managed to use the Unbreakable Bottle Breaker before I'd actually acquired it which confused me somewhat when I realised I still needed it. There have been some walking issues where Guybrush would start gliding around without moving his feet and occasionally disappear completely! Some of the closeup camera angles are strange too for instance when you walk along the bridge to the doctor.
> My main thing though... I REALLY missed being able to choose how I interact with an item... look, pick up etc... the method in Curse was the best with the hand, eyes and mouth. Of course with that would come the need to record extra dialogue and I guess that's not really possible for the next four episodes.
As I said, it's been brilliant so far and it won't ruin the game if none of these things are looked at but it'd be awesome if some of them were.
Seriously, it makes my hand ache to use it. The keyboard control is OK, but there are shadows of Grim Fandango awkwardness still in it.
I agree that the miscellaneous characters all look really similar and, well, a bit bland if I'm honest.
Otherwise, I thoroughly enjoyed it. A joy to play! Roll on Episode 2.
My small critiques;
> Audio: I've been noticing a bit of echo or something in some of Guybrush's lines... Also I had to make the music quieter, it sorta drowned out the voices.
> Dialogue: There should be more of it! There weren't that many options in conversations generally. Conversations should go on longer. Also, occasionally Guybrush would say the same thing no matter what response you picked! This has worked to comedic effect in previous games but in Tales I don't think the situations particularly warranted it and it happened too often.
> Controls: WASD works fine. But don't keep functions a secret, or people might not knnow that shift lets you run.
I am eagerly awaiting the next chapter
I had this problem a couple of times, mostly with D'Oro.
Man, Monkey Island is funny, but it mustn't be some sort of freaky parody of itself, nor some kind of clownish adventure.
What you're asking for would RUIN the series, man.
See my thread -
http://www.telltalegames.com/forums/showthread.php?p=155715#post155715
yep I think so too. The graphics off the islands and the overview-map must be improved!!!! There are actually no details at all and so there´s no much atmosphere and it doesn´t really fit to the rest of the game which is soooooo awesome