Okay, I have a feeling this is going to be a long one.
*snipped*
That make sense?
I see your point. Let me counter.
I'm going to bring-up the idea of a novel again. Now, Leviathan does, in fact, merge story and puzzles very well, but I think Chapter Four does a very good job too. Leviathan has all these parts where Random Puzzles are there to help with Random Thing (called a "MacGuffin", actually), and they're just not part of the story. You say you can have any shopping list; I say you could replace the face puzzle with pretty much anything. What worked about Leviathan, for me, was that the characters reacted to failed or successful attempts at puzzle solving. But writing in a scene where Guybrush walks around looking for inspiration for faces doesn't strike me as much of a page-turner, whereas trying to figure out how to Make the Damn Thing Work does. I liked that it refined Morgan, and I liked that was a different kind of puzzle, but it's not particularly well tailored into the story. Then again, neither is the whole bit with the Brotherhood. Cutting that out wouldn't have affected the story at all (this is said minus knowledge of Chapter Five).
With chapter four, what happened with me was - I don't know, maybe this is chance and depends on how you play the game - but after finding every other ingredient I'd go back to talk to the Voodoo Lady in prison after something had happened, and a little bit of the story would take place. It wasn't story -> gameplay -> story at all for me, but more like, story --> gameplay --> story --> gameplay --> story, which happened in bits such as finding Elaine and DeSinge chasing each other around. That added a lot to it for me. "They're in here somewhere. The story is still going on." Or DeSinge running away from his house.
But anyways. You've listed your reasoning without listing some specific examples. Is my idea about Morgan's disappointment right? Because I don't know if I Played It Wrong, but Murray's want to torture Guybrush was...random, considering they're friends? I was just joking around when I switched the two book covers and I showed it to him, hoping for a joke, and Guybrush says, "So NOW you'll vote for me?" Which led me to think that I'd just pre-emptively solved a puzzle.
Does that make any sense? I'm having a lot of difficulty writing because I've had a splitting migraine all day (can't sleep, lest I stay up all night), so I'll gladly clear-up any points I have.
Though I do think we're both right, and I'm guessing it largely has to do with how we played the games.
Remember, the game won't debut until afternoonish, so I hope nobody reads who hasn't played yet. There's a lot to see.
Thats actually why I hoped the embargo was going until its release.
Especially by such a story relevant fifth episode
Actually right now its easier to accidently see a screenshot or something from the game then in any other episode. Which is a very sad thing considering this happens just because some weird trend of being able to say "FIRST" in form of a review.
Thats actually why I hoped the embargo was going until its release.
Especially by such a story relevant fifth episode
Actually right now its easier to accidently see a screenshot or something from the game then in any other episode. Which is a very sad thing considering this happens just because some weird trend of being able to say "FIRST" in form of a review.
I agree especially since anyone that's reviewed it at this point hasn't event seen the whole story.
Thats actually why I hoped the embargo was going until its release.
Especially by such a story relevant fifth episode
Actually right now its easier to accidently see a screenshot or something from the game then in any other episode. Which is a very sad thing considering this happens just because some weird trend of being able to say "FIRST" in form of a review.
Being the first one to have a review out is really important. It means, especially for smaller reviewers like me, that I am going to get eyes on it that aren't my regular viewers, and hopefully, they will then continue to watch my videos.
What does this mean? My reviews covered all 5 episodes from start to finish.
Maybe I'm reading into things wrong, but the email sent out saying the build ends prematurely and the missing epilogue both play heavily into the whole story seemed to me to imply that finishing the build doesn't show you the whole story.
The email with the missing content JUST landed in my inbox.
Granted I could just be over analyzing. I was really touchy about how I handled spoilers in this review as well. I just figured that the very ending of the series would probably effect my view on the episode as a whole. Thus, I've waited to publish my review until I've seen all of that content.
Maybe I'm reading into things wrong, but the email sent out saying the build ends prematurely and the missing epilogue both play heavily into the whole story seemed to me to imply that finishing the build doesn't show you the whole story.
The email with the missing content JUST landed in my inbox.
Granted I could just be over analyzing. I was really touchy about how I handled spoilers in this review as well. I just figured that the very ending of the series would probably effect my view on the episode as a whole. Thus, I've waited to publish my review until I've seen all of that content.
Just my point of view.
I just watched it. My opinions have not changed ;-)
Being the first one to have a review out is really important.
As important as posting "FIRST" on a youtube video.
But hey, your move. Not mine.
And while you probably will say "So what?" I can already tell you that you lost me as a viewer because of this "Gotta be first, gotta be first" kind of thinking.
Just as the others who posted their review or links to their reviews in here.
It's just a bad move towards the main audience of this review (which is the ToMI player who feverishly is waiting for the big finale). Nothing more.
I just watched it. My opinions have not changed ;-)
I've just watched it as well, and it didn't change the way I felt about the game, which is pretty well reflected in the review that Dalixam wrote.
As for getting reviews out early, yes, it's to spark discussion, and definitely also to let Telltale know what we think as soon as possible. Obviously, if you want to start playing without so much as a hint of a spoiler, you'll need to avoid reviews like the plague. After all, you probably already bought the whole season anyway, so you don't need a review to determine whether you should buy it.
I cannot see how the epilogue could possibly have any effect on my review. However, if it does I will have the review updated to reflect this. No big deal.
Edit: OK, I've now seen the epilogue, and nothing in my review needs changing.
Edit: OK, I've now seen the epilogue, and nothing in my review needs changing.
Yeah I guess I jumped the gun too much. The line "Please check them out as they are crucial to the overall storyline of the entire series!" is what had me paranoid. Sorry to have called people out.
What is annoying me about the german review isn't the score (I don't care about scores, since they are per definition useless), but the fact that they say they PROOVE that ToMI 5 is boring and nobody with high expectations shall play it.
Now, I won't say that my taste is the only taste that matters, but reading reviews like that german one really offends me. It obviously states how bad of a game ToMI is and making me think what kind of bad taste I have because I liked it VERY VERY much?
They don't present an opinion as an opinion, they present an opinion as a fact. *sigh*
How does the press get the Final Build? Does the press unlock code work on the public release too?
Yes, you shouldn't even have to unlock it again if you've already unlocked the press build (but if you do, your serial number will work).
This was the first Tales episode I played completely cold -- waited for the public release last night -- but now that I've played it, I'm anxious to see how the press felt, so thanks for the links everyone.
So, I have just finished chapter 5...and sadly, I found it to be a rather weak final chapter. Not much in the way of good jokes, very predictable, and almost as easy as chapter 3. The most challenging part was the end with LeChuck, but that was rather annoying because it just kept repeating until you saw everything and clicked fast enough/talked about the correct topic in every place. Granted, that is a MI-tradition for the showdown.
I´d rank this chapter about equal to chapter 1. So my final ranking would be:
4>2>3>1=5
I think the Gamestar review was correct, don´t be angry about an unfortunate choice of words in the introduction. The IGN review was totally off, they must have played a different game.
This chapter did not meet expectationsimho, especially after the greatness of the previous one.
Still, as a full game ToMI is a very entertaining one, but it is sad that of all chapters the last one was not the best.
I really enjoyed this episode, there was a little backtracking but overall I found it really enjoyable. They really made Lechuck piss your pants scary lol... I was really expecting Largo to pop up in this one, haven't the foggiest why.
My order for the series... 1 = Fave
1.Lair of the Leviathan
2.Rise of the Pirate God
3.Trial and Execution of Guybrush Threepwood
4.Siege of Spinner Kay
5.Launch of the Screaming Narwhal
For me the series has steadily gotten better and better, less map bollocks and more fun puzzles! I'm torn between Lair and Pirate God.
Really enjoyed the crossroads game-play but overall the insides of a giant manatee holds a special place in my heart.... right beside hobnobs and Christmas tree cookie decorations... ahhhh.
I think the Gamestar review was correct, don´t be angry about an unfortunate choice of words in the introduction. The IGN review was totally off, they must have played a different game.
This chapter did not meet expectationsimho, especially after the greatness of the previous one.
Though what if people like me actually think that this episode was mindblowingly fantastic? Does this make me an idiot now?
Because I obviously must have either a brain damage or I must have had REALLY low expectations.
i haven't finished the game yet, but i'm already disappointed. it's like telltale keeps taking all the best ideas for a monkey island and then doing them half-assed. the idea of an underworld is amazing. but look at it, it's sooooo incredibly dull and senseless. it follows my number one critique of the game, there aren't WORLDS you feel you are entering, there are only tiny set pieces and rooms just big enough for a trivial guybrush puzzle. it doesn't make sense at all as a world you just entered into. there are only the minimal amount of characters and items and scenery to give you something to do. the walls are totally flat and plain. the "crossroads" is the size of a living room. with one random old guy there. wouldn't you expect there to be roaming dead people, incredibly dark, putrid scenery? a vast landscape of a ghostly world that would make sense as the world where all dead people go to in the MI universe? monkey island 1 had a more detailed, disturbed image of the underworld than this and that was almost 20 years ago. think about how you would imagine the ultimate dark underworld of the dead in a monkey island game, and then think about what telltale gave us. i think we could all agree it could (and should) be way better.
Beware, this is going to be a long and in depth critique.
To me, while this episode is entertaining and fun, it ended the season on a weak note. I played every episode with a friend at my elbow; we've laughed at the comedy, bounced ideas off one another, talked about the story and character development... but while we normally talk of our thoughts at least a few hours after we turn off the game, I found we simply finished and left it at that. Of all the episodes, the Rise of the Pirate God seemed to be the weakest. What should be the episode that culminates in a climax and resolution, seemed to meander till it reached a final duel, and then simply peters off. From the viewpoint of someone who has played the previous incarnations of the monkey island games, I was first disappointed at not the hellish pirate underworld of the damned as viewed from the first game, but rather a blandly textured series of rooms. It was mainly just dark, the only interesting scenery coming as copy/paste items in the too-small rooms. Looking at it standing alone without the past idea of the underworld to build off of, it was merely boring. This was the first half of the game, and thought these shortcomings were overlooked as more rooms were opened, they still set the mood for an uninteresting setting to explore.The first room gave an idea of potential, but it soon turned into five minor settings with as many characters.
Consider me surprised that the throwaway characters that attacked LeChuck were chosen over more developed characters. Of the three introduced, the only one I had the real opportunity to talk with was the thief, having in his control some of the more important items as well as having some good tales about stolen items. I had rather expected the likes of Nipperkin or DeSinge to make their appearance in the afterlife; episode 4 even mentioned the former and I took it to be a foreshadowing, his gravestone on the first isle of this episode seeming to support it. The keeper of the crossroads made for an interesting character, when you could both trust and question the answers he gave. I was glad to see Morgan's return, though I expect the fanbase would have cried foul if she did not, and I thought the idea of a build up/put down insult sword fight was very cleverly done. Characterizations get a little muddy in the relationships between Elaine and LeChuck, or the true goals of the Voodoo Lady, as even in the end they aren't really answered, but in all the voice actors were spectacular and added to the game greatly. The The return of Winslow, ever the enthusiastic first mate, added a great deal to the feel of the game, even if he didn't add much play-wise. The ties between him and Anemone produced the best laughs of the episode, though they were only there for the locket portion of the puzzle.
It seemed as though the staff was running out of time, ideas or both for the puzzles as the episode wore on. The dog reminded me nostalgically of monkey island 2, searching for the voodoo spell in the big pile, but otherwise, I was perplexed as to why he hid the map on the isle of X's if he was only going to point it out again. It was only an extra step to do, rather than a puzzle. For a voodoo recipe that echoed the chapter four checklist, it surprisingly removed most of the puzzles that the previous episode had. Between the six courses needed, four of them were merely items you picked up, no fuss (I suspect I'm the only dunce that had the most difficulty with the seagull feather; something about the lighting of the scene made me overlook the feather beneath it, and I spent a few frustrating minutes knowing the answer was there but clicking the bird madly. On the plus side, I came across the comical "use hook with bird" combination). The climax duel fit rather well with the franchise as a whole, or even of adventure games in general. The cyclical battles required patience and careful perception rather than a combat; see Monkey Island 2, Monkey Island 3, Sam and Max Season 1, etc. Afterword, however, things wrapped up a little too quickly for having been a five-episode game, and the stinger at the end made it feel unfinished or, worse, like the whole game was only the set up for the next.
As a note pertaining to the game though not about gameplay or characterization, I'm finally seeing the strengths and failings of the Telltale episodic system. It gives the fans something to look forward to every month, it gives the staff an opportunity to create small vignettes and have a moderate amount of money through the development process, and it gives newcomers an easy way to test if they'd want to play an entire game. However, on the flip side of the coin, where a full game have strong sections supporting and glossing over its more weak aspects, episodes need to both stand on their own and be a part of a whole. Also, I don't know if this is a product of the episodic system or a necessity of being a wii-ware game, but the backgrounds and character models suffer from constricted space. Character build was particularly difficult to ignore as more characters were introduced: Winslow is to D'Oro is to Nipperkin is to Noogie, etc. While games like Monkey Island 2 had room to breathe and do several puzzles at once, the episodes, being themselves more condensed, do not allow this. If you're stuck on a choke-point puzzle, you don't really have the opportunity to come back to it later.
To recap quickly: small, bland word at first tainted the rest of the game. Newly introduced characters were mainly forgettable, but the more important ones carried the game splendidly. The puzzles were simple to nonexistent. The end battle was fitting and fulfilling, though the end itself left me wanting.
Couldn't agree more with the last two posts, and something I have also been saying for a while. Still enjoyed the season though and it's a welcome return but could be so much better. The problem with the tiny world you are given in each chapter is you don't get that puzzle solving satisfaction I used to achieve whilst playing the original games. You might find an object that you think you might be able to use far away in another location or together with a myriad of items you have accumulated already (or not), here with this format, it's -- ok there are 4 locations and i have 7 objects, let's just click through everything at each location (which you could say is what these types of adventures are all about, but when the geography is limited and feeling like a handful of set pieces stuck together the satisfaction in puzzle solving is minor) -- and sometimes you reuse an item for more than one puzzle, which is something slightly sacrilegious, take the dog for example, he was used several times for same purpose, it was too easy and obvious so I didn't get that feeling I had really accomplished anything by lateral thought.
The space thing is very true too, actually no point in me going over this, the previous poster, Emberage, in his lengthy post echoes my feelings exactly and said it better than I could.
Not to criticize TTG too much as it's a solid effort but I really hope the format changes for a future season if this is ok'd with LA.
Comments
Yes you did.
I see your point. Let me counter.
I'm going to bring-up the idea of a novel again. Now, Leviathan does, in fact, merge story and puzzles very well, but I think Chapter Four does a very good job too. Leviathan has all these parts where Random Puzzles are there to help with Random Thing (called a "MacGuffin", actually), and they're just not part of the story. You say you can have any shopping list; I say you could replace the face puzzle with pretty much anything. What worked about Leviathan, for me, was that the characters reacted to failed or successful attempts at puzzle solving. But writing in a scene where Guybrush walks around looking for inspiration for faces doesn't strike me as much of a page-turner, whereas trying to figure out how to Make the Damn Thing Work does. I liked that it refined Morgan, and I liked that was a different kind of puzzle, but it's not particularly well tailored into the story. Then again, neither is the whole bit with the Brotherhood. Cutting that out wouldn't have affected the story at all (this is said minus knowledge of Chapter Five).
With chapter four, what happened with me was - I don't know, maybe this is chance and depends on how you play the game - but after finding every other ingredient I'd go back to talk to the Voodoo Lady in prison after something had happened, and a little bit of the story would take place. It wasn't story -> gameplay -> story at all for me, but more like, story --> gameplay --> story --> gameplay --> story, which happened in bits such as finding Elaine and DeSinge chasing each other around. That added a lot to it for me. "They're in here somewhere. The story is still going on." Or DeSinge running away from his house.
But anyways. You've listed your reasoning without listing some specific examples. Is my idea about Morgan's disappointment right? Because I don't know if I Played It Wrong, but Murray's want to torture Guybrush was...random, considering they're friends? I was just joking around when I switched the two book covers and I showed it to him, hoping for a joke, and Guybrush says, "So NOW you'll vote for me?" Which led me to think that I'd just pre-emptively solved a puzzle.
Does that make any sense? I'm having a lot of difficulty writing because I've had a splitting migraine all day (can't sleep, lest I stay up all night), so I'll gladly clear-up any points I have.
Though I do think we're both right, and I'm guessing it largely has to do with how we played the games.
Thats actually why I hoped the embargo was going until its release.
Especially by such a story relevant fifth episode
Actually right now its easier to accidently see a screenshot or something from the game then in any other episode. Which is a very sad thing considering this happens just because some weird trend of being able to say "FIRST" in form of a review.
I agree especially since anyone that's reviewed it at this point hasn't event seen the whole story.
Being the first one to have a review out is really important. It means, especially for smaller reviewers like me, that I am going to get eyes on it that aren't my regular viewers, and hopefully, they will then continue to watch my videos.
What does this mean? My reviews covered all 5 episodes from start to finish.
Maybe I'm reading into things wrong, but the email sent out saying the build ends prematurely and the missing epilogue both play heavily into the whole story seemed to me to imply that finishing the build doesn't show you the whole story.
The email with the missing content JUST landed in my inbox.
Granted I could just be over analyzing. I was really touchy about how I handled spoilers in this review as well. I just figured that the very ending of the series would probably effect my view on the episode as a whole. Thus, I've waited to publish my review until I've seen all of that content.
Just my point of view.
I just watched it. My opinions have not changed ;-)
As important as posting "FIRST" on a youtube video.
But hey, your move. Not mine.
And while you probably will say "So what?" I can already tell you that you lost me as a viewer because of this "Gotta be first, gotta be first" kind of thinking.
Just as the others who posted their review or links to their reviews in here.
It's just a bad move towards the main audience of this review (which is the ToMI player who feverishly is waiting for the big finale). Nothing more.
No fair comparison! You're totally spoiled already anyways
As for getting reviews out early, yes, it's to spark discussion, and definitely also to let Telltale know what we think as soon as possible. Obviously, if you want to start playing without so much as a hint of a spoiler, you'll need to avoid reviews like the plague. After all, you probably already bought the whole season anyway, so you don't need a review to determine whether you should buy it.
Agreed.
Edit: OK, I've now seen the epilogue, and nothing in my review needs changing.
Yeah I guess I jumped the gun too much. The line "Please check them out as they are crucial to the overall storyline of the entire series!" is what had me paranoid. Sorry to have called people out.
Here's a link to my review for what it's worth: Click here because my URL is too long.
How does the press get the Final Build? Does the press unlock code work on the public release too?
I'm getting these on Wiiware, so you are getting revenue from me! But it would be nice to have the public builds of these on PC too.
:P So there is an epilogue. Interesting.
While the DVD would be nice for the extras I'm not a box collector.
http://pc.ign.com/articles/105/1053110p1.html
http://www.metacritic.com/games/platforms/pc/talesofmonkeyislandchapter5rise
And here a Review from the german Magazine Gamestar, they gave only 70 There Fazit: "No Highlight but an okay ending of the series."
http://www.gamestar.de/test/adventure/pointandclick/2311108/tales_of_monkey_island_rise_of_the_pirate_god.html
What is annoying me about the german review isn't the score (I don't care about scores, since they are per definition useless), but the fact that they say they PROOVE that ToMI 5 is boring and nobody with high expectations shall play it.
Now, I won't say that my taste is the only taste that matters, but reading reviews like that german one really offends me. It obviously states how bad of a game ToMI is and making me think what kind of bad taste I have because I liked it VERY VERY much?
They don't present an opinion as an opinion, they present an opinion as a fact. *sigh*
Yes, you shouldn't even have to unlock it again if you've already unlocked the press build (but if you do, your serial number will work).
This was the first Tales episode I played completely cold -- waited for the public release last night -- but now that I've played it, I'm anxious to see how the press felt, so thanks for the links everyone.
I´d rank this chapter about equal to chapter 1. So my final ranking would be:
4>2>3>1=5
I think the Gamestar review was correct, don´t be angry about an unfortunate choice of words in the introduction. The IGN review was totally off, they must have played a different game.
This chapter did not meet expectationsimho, especially after the greatness of the previous one.
Still, as a full game ToMI is a very entertaining one, but it is sad that of all chapters the last one was not the best.
My order for the series... 1 = Fave
1.Lair of the Leviathan
2.Rise of the Pirate God
3.Trial and Execution of Guybrush Threepwood
4.Siege of Spinner Kay
5.Launch of the Screaming Narwhal
For me the series has steadily gotten better and better, less map bollocks and more fun puzzles! I'm torn between Lair and Pirate God.
Really enjoyed the crossroads game-play but overall the insides of a giant manatee holds a special place in my heart.... right beside hobnobs and Christmas tree cookie decorations... ahhhh.
Though what if people like me actually think that this episode was mindblowingly fantastic? Does this make me an idiot now?
Because I obviously must have either a brain damage or I must have had REALLY low expectations.
To me, while this episode is entertaining and fun, it ended the season on a weak note. I played every episode with a friend at my elbow; we've laughed at the comedy, bounced ideas off one another, talked about the story and character development... but while we normally talk of our thoughts at least a few hours after we turn off the game, I found we simply finished and left it at that. Of all the episodes, the Rise of the Pirate God seemed to be the weakest. What should be the episode that culminates in a climax and resolution, seemed to meander till it reached a final duel, and then simply peters off. From the viewpoint of someone who has played the previous incarnations of the monkey island games, I was first disappointed at not the hellish pirate underworld of the damned as viewed from the first game, but rather a blandly textured series of rooms. It was mainly just dark, the only interesting scenery coming as copy/paste items in the too-small rooms. Looking at it standing alone without the past idea of the underworld to build off of, it was merely boring. This was the first half of the game, and thought these shortcomings were overlooked as more rooms were opened, they still set the mood for an uninteresting setting to explore.The first room gave an idea of potential, but it soon turned into five minor settings with as many characters.
Consider me surprised that the throwaway characters that attacked LeChuck were chosen over more developed characters. Of the three introduced, the only one I had the real opportunity to talk with was the thief, having in his control some of the more important items as well as having some good tales about stolen items. I had rather expected the likes of Nipperkin or DeSinge to make their appearance in the afterlife; episode 4 even mentioned the former and I took it to be a foreshadowing, his gravestone on the first isle of this episode seeming to support it. The keeper of the crossroads made for an interesting character, when you could both trust and question the answers he gave. I was glad to see Morgan's return, though I expect the fanbase would have cried foul if she did not, and I thought the idea of a build up/put down insult sword fight was very cleverly done. Characterizations get a little muddy in the relationships between Elaine and LeChuck, or the true goals of the Voodoo Lady, as even in the end they aren't really answered, but in all the voice actors were spectacular and added to the game greatly. The The return of Winslow, ever the enthusiastic first mate, added a great deal to the feel of the game, even if he didn't add much play-wise. The ties between him and Anemone produced the best laughs of the episode, though they were only there for the locket portion of the puzzle.
It seemed as though the staff was running out of time, ideas or both for the puzzles as the episode wore on. The dog reminded me nostalgically of monkey island 2, searching for the voodoo spell in the big pile, but otherwise, I was perplexed as to why he hid the map on the isle of X's if he was only going to point it out again. It was only an extra step to do, rather than a puzzle. For a voodoo recipe that echoed the chapter four checklist, it surprisingly removed most of the puzzles that the previous episode had. Between the six courses needed, four of them were merely items you picked up, no fuss (I suspect I'm the only dunce that had the most difficulty with the seagull feather; something about the lighting of the scene made me overlook the feather beneath it, and I spent a few frustrating minutes knowing the answer was there but clicking the bird madly. On the plus side, I came across the comical "use hook with bird" combination). The climax duel fit rather well with the franchise as a whole, or even of adventure games in general. The cyclical battles required patience and careful perception rather than a combat; see Monkey Island 2, Monkey Island 3, Sam and Max Season 1, etc. Afterword, however, things wrapped up a little too quickly for having been a five-episode game, and the stinger at the end made it feel unfinished or, worse, like the whole game was only the set up for the next.
As a note pertaining to the game though not about gameplay or characterization, I'm finally seeing the strengths and failings of the Telltale episodic system. It gives the fans something to look forward to every month, it gives the staff an opportunity to create small vignettes and have a moderate amount of money through the development process, and it gives newcomers an easy way to test if they'd want to play an entire game. However, on the flip side of the coin, where a full game have strong sections supporting and glossing over its more weak aspects, episodes need to both stand on their own and be a part of a whole. Also, I don't know if this is a product of the episodic system or a necessity of being a wii-ware game, but the backgrounds and character models suffer from constricted space. Character build was particularly difficult to ignore as more characters were introduced: Winslow is to D'Oro is to Nipperkin is to Noogie, etc. While games like Monkey Island 2 had room to breathe and do several puzzles at once, the episodes, being themselves more condensed, do not allow this. If you're stuck on a choke-point puzzle, you don't really have the opportunity to come back to it later.
To recap quickly: small, bland word at first tainted the rest of the game. Newly introduced characters were mainly forgettable, but the more important ones carried the game splendidly. The puzzles were simple to nonexistent. The end battle was fitting and fulfilling, though the end itself left me wanting.
The space thing is very true too, actually no point in me going over this, the previous poster, Emberage, in his lengthy post echoes my feelings exactly and said it better than I could.
Not to criticize TTG too much as it's a solid effort but I really hope the format changes for a future season if this is ok'd with LA.
Also the metacritic score for RotPG is 83.. Pretty good!:)