I loved it but I felt it was too easy, who agrees?

Hi not sure how to start a poll, but I really felt this 1st part was too easy, maybe it was cos the hints system seemed to give hints when they were turned off, or maybe it just needed some more difficult puzzles Im not sure, all I know is I never even got stuck for even a second, I didnt need to think much at all about what to do next. I think they could have an option to make the puzzles more or less difficult like with MI3 for me that would be the best option, because it seems some people were obviously getting stuck but I really dont think it was as hard ass the other games.
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Comments

  • edited July 2009
    i didn think it was that easy. though im pretty bad at solving puzzles, though i would say allot of the puzzles aren't any easier than monkey island 1. when you think back that was fairly straight forward. though mi2 and cmi on mega monkey wee certainly harder
  • edited July 2009
    I agree. I found it pretty easy. Especially since it kept giving me hints when I didn't want them. I had the Hints setting turned all the way down, and Guybrush kept saying stuff in order to provide a hint. I didn't want or need that. I hope they give us an option to turn them off completely in the next one. Or if it's a bug and hints are supposed to be turned off completely by having it turned down all the way, I hope it gets fixed for the next one. It's really irritating hearing things I don't want or need to hear.
  • edited July 2009
    I think it was just right..... I do not want super vague solutions to puzzles.
  • edited July 2009
    i had hints turned all the way down and i only got 1 hint from guybrush during the weather vane puzzle which was probably a bug.
  • edited July 2009
    jamiehavok wrote: »
    i had hints turned all the way down and i only got 1 hint from guybrush during the weather vane puzzle which was probably a bug.

    He kept telling me how noisy the jungle was. :mad:
  • edited July 2009
    Really? He told me to eat all the cookies I could find in my house..... I wonder what that was all about.... Ok maybe that was just in my head.
  • edited July 2009
    FearMonkey wrote: »
    He kept telling me how noisy the jungle was. :mad:

    oh yeah i did get that one, forgot about it because i solved the puzzle by trial and error rather than the proper way lol. Think that was the only other 1 though.
  • edited July 2009
    Maybe a little too easy. But I prefer too easy to too hard. It just means that their puzzles are very clear and logical. I prefer that to a game with puzzle solutions that are so off the wall the only way to find them is to click everything until you get lucky.

    One thing that would have been better is if they opened up all or most of the map areas earlier. When you first see the island map, you can only go to the dock or the jungle entrance, even though later there are a dozen different spots on the map. If there were more places you could visit earlier, such as the Voodoo lady's house or the big door, you would have more places and things to consider when trying to find puzzles solutions, which makes it a bit harder.

    This is also just the first episode to introduce us to the game world. I expect we'll see more challenges in future episodes. If you think of the whole series as one big game, then it stands to reason that the harder stuff comes later.
  • edited July 2009
    Personally, I thought it struck an excellent balance. There was no point where I was stuck for so long that I got frustrated, and there was no puzzle that I couldn't figure out on my own. And even when I solved something right away, I was proud of myself for figuring it out; nothing was so obvious that it wasn't rewarding.

    That said, I do feel it was on the easy side of perfect, if anywhere, but that's definitely preferable to the opposite.
  • edited July 2009
    Arodin wrote: »
    Maybe a little too easy. But I prefer too easy to too hard. It just means that their puzzles are very clear and logical. I prefer that to a game with puzzle solutions that are so off the wall the only way to find them is to click everything until you get lucky.

    I still think the other games were harder, and thats one of the things I loved about them they were a challenge. and I think i missed half the jokes cos i solved things too easy tbh.
    This is also just the first episode to introduce us to the game world. I expect we'll see more challenges in future episodes. If you think of the whole series as one big game, then it stands to reason that the harder stuff comes later.

    Im really hoping your right about this, thats kind of why im mentioning the fact that it was too easy, there is no point saying it was prefect when it wasnt, I would rather say what i feel is wrong with it and then they can fix any problems for the next one. For one thing I was defo getting hints not just once it happened a few times, and I made sure they were turned off.
  • edited July 2009
    Jawajoey wrote: »
    Personally, I thought it struck an excellent balance. There was no point where I was stuck for so long that I got frustrated, and there was no puzzle that I couldn't figure out on my own. And even when I solved something right away, I was proud of myself for figuring it out; nothing was so obvious that it wasn't rewarding.

    That said, I do feel it was on the easy side of perfect, if anywhere, but that's definitely preferable to the opposite.


    of cause the puzzles were mostly obvious, i dont even play computer games much, and I felt they were obvious in most cases.
  • edited July 2009
    SMI was far easier than I expected it to be.
  • edited July 2009
    i like the difficulty of TOMI. I love that all its puzzles has logical solution and that it wasn't a pixel hunting. But for the next episode it would be great if they make it a bit harder
  • edited July 2009
    A difficult puzzle can prolong the game for like 30 minutes, a few extra boxes with nametags on will throw you off a few more minutes. I totally agree, a lot a lot harder puzzles needed.
  • edited July 2009
    A difficult puzzle can prolong the game for like 30 minutes, a few extra boxes with nametags on will throw you off a few more minutes. I totally agree, a lot a lot harder puzzles needed.

    yeah i agree they need more objects that arent part of the puzzle to throw us off, and some need to just be less obvious, half the time the puzzles seemed to get solved without even trying to solve them just from exploring a new area. like when i got on the ship for the first time of course im gonna try and use the cannon.
  • edited July 2009
    I think if they had made the Club 41 puzzle hard in the first place, the difficulty of the game would have ramped up considerably. As in there could've been something we needed to do while in the club to provoke the fight. I would say this was the most disappointing puzzle in the game, though I did like the "red carpet" outcome.
  • edited July 2009
    I think if they had made the Club 41 puzzle hard in the first place, the difficulty of the game would have ramped up considerably. As in there could've been something we needed to do while in the club to provoke the fight. I would say this was the most disappointing puzzle in the game, though I did like the "red carpet" outcome.

    yeah we weren't able to go in any rooms at all, appart from the doctors house come to think of it. It would have been more complicated if we could go in different rooms like the club, the glass shop and news place cos we were able to investage much come to think of it.
  • edited July 2009
    There were still a few parts in this game, like all point-n-click adventure games, that I got stuck on, but that's only because I use logic. :P
  • edited July 2009
    I agree about the Club 41 puzzle, and the game was a little easier than I would've liked. It's just not totally MI without the temptation to reach for a game guide.
  • edited July 2009
    It felt easy but that might be because it was quite short as a game. I would have liked more places to explore - I kept trying to get into the buildings but you couldn't. The Club 41 was a bit dissappointing but still...

    I remember that when I played Monkey Island 1 I didn't know about the internet and literally spent YEARS figuring the puzzles out. That's probably why I know the game inside out.
  • edited July 2009
    hmm i think MI 1 wasn't much easier but the puzzles were more komplex.
    in Tales of MI you saw a problem and you more or less were able to solve it immediately. In MI 1 you saw a problem an d some conditions had to be met before you could approach the problem. if you guys can catch my drift =D
  • edited July 2009
    I only noticed the 2 hints (map and weather vane) and I needed them at the time. But hints were turned off so I would have prefered to not get them.

    The puzzles were just right.
  • edited July 2009
    The only thing i got frustratedly stuck on was the door (i just never thought to talk to the bird in the Voodoo Lady's house.) Everything else was right. I would've liked a few more explorable buildings. Bar 41, the Newspaper House, the Glassblower's...the village just generally seemed a bit inexplorable, which made the chapter feel quite small.
  • edited July 2009
    ivan11111 wrote: »
    The only thing i got frustratedly stuck on was the door (i just never thought to talk to the bird in the Voodoo Lady's house.) Everything else was right. I would've liked a few more explorable buildings. Bar 41, the Newspaper House, the Glassblower's...the village just generally seemed a bit inexplorable, which made the chapter feel quite small.

    I agree, the houses needed to be explorable, but still the puzzles needed to be harder as well.
  • edited July 2009
    Yeah not only it was easy but there as some bug? that caused it to occasionally give hints even when it's turned off. I hope they fix this for the next episode.
  • edited July 2009
    Anne26 wrote: »
    yeah we weren't able to go in any rooms at all, appart from the doctors house come to think of it. It would have been more complicated if we could go in different rooms like the club, the glass shop and news place cos we were able to investage much come to think of it.

    yeah i totaly agree like they could have made club 41 much better like when i first saw the club i went mad i was like yes theres gonna be a fight and would have helped reconize the lad outside the courthouse when u threw him out
  • edited July 2009
    ivan11111 wrote: »
    The only thing i got frustratedly stuck on was the door (i just never thought to talk to the bird in the Voodoo Lady's house.) Everything else was right. I would've liked a few more explorable buildings. Bar 41, the Newspaper House, the Glassblower's...the village just generally seemed a bit inexplorable, which made the chapter feel quite small.

    yeah but it was still the best telltale game ever
  • edited July 2009
    Jawajoey wrote: »
    Personally, I thought it struck an excellent balance. There was no point where I was stuck for so long that I got frustrated, and there was no puzzle that I couldn't figure out on my own. And even when I solved something right away, I was proud of myself for figuring it out; nothing was so obvious that it wasn't rewarding.

    That said, I do feel it was on the easy side of perfect, if anywhere, but that's definitely preferable to the opposite.

    Pretty much sums up how I found it.
  • edited July 2009
    Just finished the game and enjoyed it thoroughly, but I do think it was too easy. I didn't get stuck on anything for more than 30 min or so. It's nice not to get frustrated, but then the game is over too quickly!

    Totally agree that club 41 and other buildings should have been explorable. It would have made the game feel more complete and would have upped the difficulty. I'm hoping that this game will be like the first season of Sam & Max - as I recall it started out really easy and by the end had me pulling my hair out. :)
  • edited July 2009
    Just finished it, and I was thoroughly satisfied with the idol and navigation puzzles. These two just hit the right pitch for me. The puzzle in De Singe's lab was also fairly satisfying.

    I'm not exactly sure why the messed-up idol puzzle worked the way it did, though. I just know that it did work.
  • edited July 2009
    FearMonkey wrote: »
    He kept telling me how noisy the jungle was. :mad:

    oh yeah, that was annoying, having already immediately figured out the gist of what to do from looking at the map.

    The 'maybe they are the same as the images on the weathervane' was also irritating as at that point I had recognised the images but couldnt recall where from. I knew the eyes were on the jail walll but couldn't remember where I had seen the entire gods... I doubt it would have taken long, seeing as I was trying to recreate wind gods and was carrying a several times used weather vane.

    To be fair, I didn't click the settings tab so I don't know what setting I had the gameplay on.
    If it wasn't turned down to zero. Default needs to be zero. I shouldnt have to go to 'settings' to make sure my adventure game isn't too easy.
  • edited July 2009
    Same as Dashing. As far as finishing the game is concerned anyways. In all honesty, I think in terms of complexity and size this episode was about onpar with the first chapter of LeChuck's revenge - somewhere in between Monkey2 light mode and the real business. Tales has also made it in my personal list of "MI moments to remember" already. Not bad for a first episode at all. I think it's fairly obvious to what scene I'm referring to. 4 evenings of solid fun. Not all the jokes hit a homerun, to be honest. But I'm glad I bought into this. There's also quite a bit to discover for such a small-ish location: ever noticed how the broken row boat is being labeled as something different each time you get to the beach? It's very obvious that Telltale are having a jolly good time making this, and it shines through.

    Talking about the difficulty, I think it's easier than ever for Telltale to please the real hardcore players now, what with a hint system in place. I thought the "boss puzzle" was quite fun already though. Guybrush meets Bruce Campbell. :D
  • edited July 2009
    It was just right.
  • edited July 2009
    I had a helluva time with it. I've posted this before, but I'm new to this type of game. I thought it was hard, and then I see a post about it being to easy? All I can do is hang my head in shame.
  • edited July 2009
    It seemed easier than previous games, but still hard enough that it felt satisfying to solve something. I think they're trying to appeal to a broader market by not making it too frustrating.

    Let's not forget though, there's still lots of chapters left. It could get harder.
  • edited July 2009
    A little too easy for me and not enough locations if i had to nitpick. Took 2-3 hours to complete, but if I had to replay would be under an hour I imagine.

    Still great fun, but a month is a long time! ;)
  • edited July 2009
    cole wrote: »
    I had a helluva time with it. I've posted this before, but I'm new to this type of game. I thought it was hard, and then I see a post about it being to easy? All I can do is hang my head in shame.

    Don't feel bad, it only seemed easy to some of us because we've played a million adventure games (including the rest of the Monkey games) before. Once you've played enough of these kind of games, you get a natural sense of what you're supposed to do and how to do it. Like at the beginning, when you have to make
    root beer
    , I knew right away that Guybrush would do this by combining
    a root with beer
    .
  • edited July 2009
    The one puzzle that really took me a while was
    the flower on the idol. How was i supposed to know it was a flower in a pot!
    :D
  • edited July 2009
    MrsBBC wrote: »
    The 'maybe they are the same as the images on the weathervane' was also irritating as at that point I had recognised the images but couldnt recall where from. I knew the eyes were on the jail walll but couldn't remember where I had seen the entire gods... I doubt it would have taken long, seeing as I was trying to recreate wind gods and was carrying a several times used weather vane.

    Exactly the same with me, and I definitely had hints off. Probably it's a bug.

    For my part, I've always mildly complained about the difficulty (or lack of) in Telltale's games, but I think this one was just about right - supposing it was really an introduction episode and some steeper stuff will follow.
  • edited July 2009
    While I found it fairly easy, the developers did mention that they did this on purpose to draw in first-time adventure gamers. Even at that, people are still finding it difficult (Judging by the amount of requests for hints in the forum) it's The puzzles might get harder in future episodes.
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