I found the rest of the rooms to be far more interesting. But only some.īTW, the first room in 999 was the worst. Not all of the old adventure games had this, of course. It's not thought-provoking, it's brute force. Whenever they happened, they reduced the rest of the game to randomly combining everything hoping to figure out what nonsense the author had in mind. Most old-school adventure games, however, quite often had this nonsense. If you were doing that, you were wasting your time. You never had to combine random things together and hope to hell they worked. 999 was a master at this, because every single puzzle was logical once you found the pieces. The different seems subtle, but it affects how you play it, and would have made your life easier if it hadn't been your first.)įor me, the solutions need to actually make sense. (BTW, 999 isn't an 'adventure' game, it's a 'room escape' game. Sure, sometimes there was a key hidden in a pot, but exploration is part of what makes up a "room escape" game. What other games do you know with good (or bad) point-and-click puzzles? Is there something underlying in all the good ones that the bad ones don't have?ĩ99 (and its sequel Virtue's Last Reward) were awesome. And weirdly, I wasn't upset when I eventually found the right track, I was just pleased to have stumbled onto it. My experience with Day of the Tentacle helped me figure this out a little, because I realized I was still having fun when I couldn't solve the puzzles they let me explore the world so deeply, I didn't realize I was on the wrong track entirely. So how does a good game get around the "not enough information" problem? There has to be a problem-solving component to the puzzle, or it isn't any fun. On the other hand, if the solution is TOO obvious, the gameplay is insulting. It feels like, no matter how good I am at problem solving, the answer will be out of my reach. The game doesn't have many spots like this, but when it does, it's really frustrating. I ended up on GameFAQs, got the card, then solved the rest of the puzzle on my own. Both made me realize something about point-and-click games: there's a very fine line between a puzzle that's fun to solve and one that's annoyingly tedious.įor example, the first puzzle in 999 involves two key cards, but the second one was (for me, at least) hidden somewhere counterintuitive. I've been playing 999 (9 Hours, 9 Persons, 9 Doors) lately, and I've recently played through Day of the Tentacle for the first time as well. r/CoOpGaming - A community for co-op gaming r/xboxone - Xbox-specific subreddit for general Xbox news and discussion r/playstation, /r/PS4 & /r/PS5 - PlayStation-specific subreddits for general PlayStation news and discussion r/pcgaming - PC gaming-specific subreddit for general PC gaming news, discussion and gaming tech support r/nintendo - Nintendo-specific subreddit for general Nintendo news and discussion r/shouldibuythisgame - Find out what's worth getting. r/gamingsuggestions - Go here to help you find your next game to play r/gaming4gamers - Discussion, bar the Hivemind
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |