Bought Tales for the Mac, unfortunately not pleased

The short version: I don't like adventure games.

Warning, spoilery, but you've probably all finished the game by now.

The long version: I have generally enjoyed the story elements and exploration of adventure games, but often found myself getting stuck far too frequently to really enjoy the ride. I'll play the game for an hour or two, and then be stuck, and the enjoyment just turns to annoyance.

I got the demo from the website, and it seemed extremely approachable, so decided to purachase the whole set. Things started well, with smooth fun sailing from the start of the game until the three piratey achievements were satisfied. Then things started to go off the rails:

After I talked to deep gut, I was kind of unsure where to go or what to do next. I wandered around at random, and managed to encounter and solve the Doctor experience, collect the cheese, and get the manatee vision. But I was unable to find anything to do with these things. For whatever reason, the glassblower had been so thoroughly unehlpful in the past, it didn't occur to talk to him, and I made no progress at all until I went and started reading your walkthrough.

Other problems happened after that:

- I couldn't make heads or tails of some of the wind-direction following actions in the maze. I was doing it right (I only knew by reading walkthroughs after repeated failures) and could only get through the sections by very very slow trial and error. In the second wind-follow location, the game was clearly bugging out with the arrow jumping all over the place.
- It wasn't at all clear to me that the face that dropped off the gate was an item I could pick up.
- I'd tried to put the windlass whatever thing into the top of so many statue-things that by the time I was supposed to do it I no longer believed it was the right thing to do.
- Pressing the cheese into the eyes would never have occurred to me in a million years. I was busy trying to add items to the cheese or carve markings into it with items in my inventory.
- By the time I had the final showdown with the doctor, I wasn't even trying anymore, I just went to the walkthrough to get the answer.

Much of this would be addressable by:

- Making it easier to discover what is an item in game. Hunting for clickables isn't really that fun. I tried the F4 feature, but it never worked. Is this a joke from windows people? (alt-F4?) I pressed it many times on the mac and never got a result. How about a mode where everything interactable is always outlined, even if it's not game-advancing, for those who don't enjoy hunting for things.

- Improving the hint system. When I have no idea where to go to advance and there's only one possible place in the game, simply walking from area to area clicking on everything isn't fun, for me. It's just a nuisance. If guybrush says "i should probably get some more items", that doesn't really help me. I usually figured that out by the point he says it, but reviewing the entire world until I get another item isn't fun for me. I should be able to say "more specific hint, please". Once I have to resort to the walkthrough, the fun just kind of falls apart.

Additionally, I had traverse the maze several unnecessary times (mazes are annoying!) before it was apparent I could just click on the picture of the island. Labelling the targettable destinations preemptively would have saved a lot of trouble.

I played through the second episode as well, but my heart wasn't really in it, and I mostly just used a walkthrough.

Some of the low points:

- In the opening, I never considered the cable as an interactable item. Stuck from the very opening, in a looping sequence.
- Making the replacement artifact made no sense at all .. one way it cools, the other it doesn't? what?
- Another maze
- Again I missed a crucial item, this time the heat control. I walked over the game world twice while not spotting it, until I asked the walkthrough.
- A lot of fuss made about the tree logs (which guybrush walks around inordinately slowly when you try to do things with them) which never were any use at all.
- In no way did it make sense that the pirates buried the treasure on another island. They clearly take your raft to do it, which the game doesn't present as a valid means of leaving the local island group. I spent a long time trying to find it locally before again consulting the walkthrough.

Again, focused hint system or more playtesting on the clueing would have made this a vastly better game.

Maybe I'm just terrible at adventure games. I'm perfectly willing to accept that. I've talked about them with various peers of mine (same age group, overlapping background etc) and most of them love them and I have not.

However, I had the perception this was trying to be more accessible, and I think it was just not successful at all. The same problems the genre has always had are present here. Unless you enjoy wandering around the zones re-checking stuff multiple times, you're likely to have significant dead time. And when you feel stuck, the only options are to pretty much "tough it out" or read a walkthrough which often causes you to miss the point -- you don't experience the connections and what leads to your conclusion that is one of the joys of the experience when it's working.

I would highly recommend it to any classic adventure game fan. I would not recommend it to anyone who doesn't already claim to enjoy classic adventure games.
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Comments

  • edited March 2010
    Is it the only chapter you've played? It's the one I enjoyed least.

    Also, what hint setting where you set as? A higher one might help you enjoy the game more.
  • edited March 2010
    jrodman wrote: »
    The short version: I don't like adventure games.

    I'm legitimately curious as to why you bought this game.
  • edited March 2010
    The one thing that stuck out for me in this was the fact you didn't think the thing that fell off the door was a gettable item. I (and likely everyone else on here) will have seen that fall off and instantly thought "I'm going to pick up whatever that was, even if it kills me."
    The other major difference which seems to be present is how we both treat the inevitable situation of being stuck. A lot of people on here are happy to explore the setting when they're stuck. I go one step further and say that getting stuck, for me, is actually pretty awesome. It allows you to see all that the setting has to offer, find all the little hidden jokes and dialogue (which a good adventure company makes sure to flood its game with), and, ultimately, be playing the game for longer. I see getting stuck as increasing gameplay, you seem to see it as preventing gameplay.
    It is these two points that are a recipe for disaster. They make consulting a walkthrough almost inevitable. That cannot be very enjoyable for you, but I'm not totally sure gamers of your type make up a significant proportion of the audience in order for telltale to change its formula.
    One idea you had, which I thought was nice, was the "more specific clue please" option for people on maximum hint setting. By only having it available for maximum hinters, it means that only players similar to you will be affected, and if it's what you guys want, then that cannot be a bad idea.
  • edited March 2010
    Well, I can sum it up easily; You are really not for adventure games. You suck at them, and dislike them. That raises the question; why play them?

    I, for one, like adventure games, even if I suck tremendously at them. However ToMI is so easy, that even an adventure loser such as myself only needed a walkthrough once the entire season at the highest possible difficulty. ToMI is just *that* easy.
    But if that's still *far* too much, you should really consider another genre to play.

    PS. Apparently the "F4" (is it F4? I never knew what button it was) is only for graphic levels 4 and up...
  • edited March 2010
    I wouldn't say the OP shouldn't play adventure games. He's said that he likes the story and interraction. Few other genres offer those two elements as the basis of their gameplay, so an adventure game is what they're after. They just need a bit of training up of their adventure-game-eye, and maybe play a few easier adventure games first. I don't know what games these would be though.
  • edited March 2010
    I would say: RPG's.
    They feature story and interaction, without most of the puzzle elelements.
    That would probably make the perfect genre for the OP.
    They just need a bit of training up of their adventure-game-eye, and maybe play a few easier adventure games first.
    But considering the critisim mentioned on ToMI I doubt (s)he will enjoy other adventures at all, so why suggest them if all that will do is cause more irritation than fun?
  • edited March 2010
    I'd say finish the season, then see how you feel then.
  • edited March 2010
    I would say: RPG's.
    They feature story and interaction, without most of the puzzle elelements.
    That would probably make the perfect genre for the OP.

    But considering the critisim mentioned on ToMI I doubt (s)he will enjoy other adventures at all, so why suggest them if all that will do is cause more irritation than fun?

    True about RPGs. They might be the way forward, I dunno.

    About easier adventure games, not all of TMI cause irritation rather than fun. The OP said they enjoyed it up until the end of the 3 quests. If there is a game which is about that level of ease all the way through, then that'd be grand.
  • edited March 2010
    The OP said they enjoyed it up until the end of the 3 quests. If there is a game which is about that level of ease all the way through, then that'd be grand.
    Heh... that's the only place in the season *I* got stuck and needed a walkthrough :p.
    Odd how that works...
  • edited March 2010
    Well, I can sum it up easily; You are really not for adventure games. You suck at them, and dislike them. That raises the question; why play them?

    I, for one, like adventure games, even if I suck tremendously at them. However ToMI is so easy, that even an adventure loser such as myself only needed a walkthrough once the entire season at the highest possible difficulty. ToMI is just *that* easy.
    But if that's still *far* too much, you should really consider another genre to play.

    PS. Apparently the "F4" (is it F4? I never knew what button it was) is only for graphic levels 4 and up...

    Well, I thought it was for graphic level 7 and up.
  • edited March 2010
    Wait, his hints were on high and he still was stuck? uh. I missed that part for some reason.

    Personally, I have to say that if you hate adventure games, it's probably a bad idea to play them. Telltale games are better than most considering what you dislike about adventure games, since they're easier even on the "no hints" setting.
    But if you get stuck with maximal hints I really think the genre isn't for you. I'm sorry.
  • edited March 2010
    Hi, jrodman. Welcome to the wonderful world of Adventure Gaming! Hopefully, you'll be persuaded to stick around. A few things that might help:

    1. As mentioned earlier in this thread, the hint system can be adjusted to be more specific. Make sure you've tried that.

    2. The UHS (Universal Hint System) website is a godsend for people who get stuck, but just want a nudge in the right direction without too much of the experience being spoiled. Not every adventure game is covered, but most are -- especially high-profile ones like ToMI. Visit this page here:

    http://www.uhs-hints.com/uhsweb/tales-mi.php

    It might not be EXACTLY what you want (some hint authors are better clue-givers than others), but it's still a sight better than your typical walkthrough.

    3. You mentioned two things: something fell, and it didn't occur to you that you could pick it up; and you didn't go back and talk to a guy because it hadn't been helpful in the past. It can be frustrating to learn that you were wrong on these counts, but hey -- those are lessons you don't have to learn again: (1) Try to pick up everything that's not nailed down, and (2) Converse with people again once events have happened or circumstances have changed. Your expectations are adjusted now, and perhaps that'll mean you enjoy the game more.

    4. Don't judge the whole game by the first chapter! In my opinion, the next three chapters just keep getting stronger. (The final chapter was, I thought, still quite strong -- but apart from the story aspect, I can't say it was better-designed -- adventure game-wise -- than the two chapters preceding it. I do think it's stronger than the first two chapters.)

    Let us know how it turns out!
  • edited March 2010
    Well, I thought it was for graphic level 7 and up.

    I have yet to hear of anyone on here who can run the game on anything higher than graphic level 3.
  • edited March 2010
    If you're not too keen on adventures games then it's no wonder you didn't enjoy it, as it is quite a traditional adventure games. As I have loved adventure games for a long time I enjoyed the game, but I think you made a fair comment with your recommendations; it probably is going to be appreciated far more by those who are already into adventure games.

    If you're tempted to play adventure games in the future, I second Admonisher's suggestion to definitely check out uhs-hints.com. It might just be what you're looking for!

    Adventure games are about picking up everything you possibly can, talking to everyone and having all possible conversations, exploring every location and running your mouse across the screen for every hotspot, thinking about how what you've found may be able to help you with another puzzle, and generally thinking outside the box. If you don't play them much or are new to the genre, they can be quite overwhelming at first!

    Anyway, it was cool of you to give it a go even if it's not your usual thing. Sorry you didn't enjoy it. Like Hassat mentioned, you sound like you might be an RPG person.
  • edited March 2010
    The entire point of adventure games is to experiment and click on everything... If you don't find that enjoyable then you really have bought the wrong game, particually since TOMI is the easiest adventure game I have ever played.

    But play the whole season using a walkthrough... (that's what I did whith MY first point and click adventure game- The secret of monkey island)

    After playing adventure games with walkthroughs a few times, they become enjoyable, as you know most of the puzzle structure reused in most adventure games.

    Then, you can become sucked into the game world and enjoy the story and humour.
  • edited March 2010
    I have yet to hear of anyone on here who can run the game on anything higher than graphic level 3.

    just for you then, I'll tell you I can run it at level 9 in 1440 x 900 resolution.
  • edited March 2010
    just for you then, I'll tell you I can run it at level 9 in 1440 x 900 resolution.

    level 9 at 1680 x 1050 here
  • edited March 2010
    I have yet to hear of anyone on here who can run the game on anything higher than graphic level 3.

    Level 9 at 1280x1024 :)
  • edited March 2010
    You three make me so sad.
  • edited March 2010
    I think some people just don't have that adventure game... a lot of the puzzles I had figured out how to do before I even got to them.

    It's a shame you seemed to hate it so much....
  • edited March 2010
    I have yet to hear of anyone on here who can run the game on anything higher than graphic level 3.

    Level 9 on 1280x1040 here without problems, even with Livestream streaming it.
  • edited March 2010
    I have yet to hear of anyone on here who can run the game on anything higher than graphic level 3.

    You mean just for the Mac? If not, I am running it at Level 7.
  • edited March 2010
    jrodman wrote: »
    - Making it easier to discover what is an item in game. Hunting for clickables isn't really that fun. I tried the F4 feature, but it never worked. Is this a joke from windows people? (alt-F4?) I pressed it many times on the mac and never got a result. How about a mode where everything interactable is always outlined, even if it's not game-advancing, for those who don't enjoy hunting for things.
    I just realised, if I recall correctly you have to hold down F4 to see the outlines, and not just press it once.
  • edited March 2010
    Also, what hint setting where you set as?
    I started at hint level 2, but then raised it to maximum after getting stuck.
    I'm legitimately curious as to why you bought this game.
    Read the rest of the post? The reason is right there. This experience caused me to realize I just don't like the genre at all.
    The one thing that stuck out for me in this was the fact you didn't think the thing that fell off the door was a gettable item. I (and likely everyone else on here) will have seen that fall off and instantly thought "I'm going to pick up whatever that was, even if it kills me."
    I think this underlines that there's strong genre conventions that players are expected to know. However your other points agree with my conclusions that this genre just isn't for me.

    I *do* enjoy exploring all the dialogue options, and then when I get stuck, everyone starts repeating the same jokes. Slowly. Text versions (say Secret of Monkey Island 1) are not nearly so tedious as the audio versions. The repeated delivery of the same lines in the same exact way is necessary for the game to signal "no, there's really nothing more here", but it's annoying.
    You suck at them
    -5 for unnecessary rudeness.
    I finished Secret of Monkey Island back in the day, and overall enjoyed it. I played with friends on dorm though, and probably talked with them when I was stuck, which was much more satisfying than my options this time around. Gamers tend to claim "x is easy" with little consideration. Easiness is not a continuum, it's personal.
    the "F4" is only for graphic levels 4 and up...
    The game defaults to graphic level 9.
    maybe play a few easier adventure games first.
    As above, I enjoyed Secret of Monkey Island, although LeChuck's revenge was too arbitrary (can't put dirt in the bucket to make things dirty.. only swamp muck?) I played the first halves of Zak McKracken, and Day of the Tentacle. I finished Loom. Going older: I finished Zork, Bureaucracy, Ballyhoo and some other infocom games, but leaned significantly on their excellent invisiclues. Seems like some background in the genre to me.
    something fell, and it didn't occur to you that you could pick it up
    It left the camera. I moved it about a bit but it wasn't there, so I assumed it wasn't in the game. In general the moving (and reframing) camera I think exacerbates this sort of camera. I rarely made this class of error in older adventure games.
    The UHS (Universal Hint System) website
    This is great. I spent a while searching for hints, but google fails at screening out shovelware walkthrough clone sites. Recommendation: incorporate this data (or this type of data) into the game itself. You don't want to spoil the game experience for those who would have more fun with a little struggle. Infocom provided it as a seperate physical item, which obviously doesn't work in a download, but it could be a seperate interface or something you go access from the menu.
    hold down F4 to see the outlines
    Tried that.
  • edited March 2010
    Oh right --

    Another way the games led me astray, was when conversations would prematurely end, signalling there wasn't more to do there. For example in episode 2, my conversation with LeChuck just ended the first time saying he was going to do it himself, which made me think I had to do things independently of him. I went and found him another item, and gave it to him, and he thanked me, but it didn't occur to me to start talking to him again. If the game drops the conversation with say.. the character being angry, or demanding something, or expressing confusion, then the meaning is signalled. But if they express just disinterest in further communication, then that should be a clue to go do something else for now.
  • edited March 2010
    You three make me so sad.

    Four :3
    I will prolly make you sad too.
  • edited March 2010
    There's no shame in checking walkthroughs/FAQs/UHS frequently when you get stuck.

    I remember playing Secret of Monkey Island for the first time through, and back in that day the Net wasn't around. My parents did have Prodigy, though and I distinctly recall getting stuck and asking for help on the gaming forum there, then getting myself unstuck before I got an answer, stuck again, asking for more help, getting myself unstuck again... and so on until someone asked me to stop flooding the forum with questions.

    I love adventure games, and am in no way ashamed to admit that I often consult walkthroughs/FAQs when I get stuck.

    Have you finished all the way through Rise of the Pirate God yet? It doesn't sound like you have. At some point, I would think the story of the game would take hold of you and you'd get sucked in, considering the MI games are the best I've ever played....

    I take that back. For a long time, the King's Quest series (V, VI and VII primarily) was my favorite, but that was back before Curse of Monkey Island came out. (Groan if you want, gamers, but I hated the end of MI2.) Curse usurped the title of favorite adventure game for me, and has been so ever since, until Tales came out, which at worst gives it a run for it's money, imo.

    ...but I digress. If you hate the LucasArts and Telltale adventure games in which you can not die (edit: I mean a Game Over sort of die) or get permanently stuck, you should definitely avoid any and all Sierra On-Line adventure games, since you can die for standing in the same spot for too long, or be permanently stuck after reaching a place where you need an item but forgot to pick it up earlier.
  • edited March 2010
    I'm stuck on a 1024x768 monitor....stupid CRT failed on me. Used to have 1600x1200. I was running at level 9 but it gets really choppy in certain sections (like the end of the last chapter and the beginning of the first chatper).
  • edited March 2010
    My Desktop PC's native resolution is 1440x900 and runs ToMI at level 9
    My Laptop's native res. is 1280x800 and likes level 3 (so the mouse doesn't lag.)


    They both look great.
  • edited March 2010
    You three make me so sad.

    Quality 9 at 1600x900!
  • edited March 2010
    Isn't there a thread already for stating performance? Something called "Graphic intense? Worst decision ever" or something like that?
    On that account, 1440x900, level 9, few years old computer (for one, single core *gasp*).
    jrodman wrote: »
    I *do* enjoy exploring all the dialogue options, and then when I get stuck, everyone starts repeating the same jokes. Slowly.
    You can skip lines with the right mouse-button. So if you already heard them. But yeah, I share your pain here. However, in Sam&Max Season 3 they will give distinguish visually between lines that will repeat and new stuff. Yay!
    -5 for unnecessary rudeness.
    Just calling it as I see it. You can say the same to me. Hell, I even wrote "even an adventure loser such as me" in the very same post.
    Gamers tend to claim "x is easy" with little consideration. Easiness is not a continuum, it's personal.
    Not really, 9 options down to 1, reduced inventory, screens, hotspot etc. make it overly obvious this game is easier than most other adventures. Think 3 timelines Day of the Tentacle, or act II of LeChuck's Revenge. Blood/Plunder Island of CMI.
    I am not afraid to state I finished neither game without a walkthrough, they are just hard. Even needed several times for the Sam&Max seasons. But ToMI. Not much as stated.
    I suppose it can be I got experience by now, but overall I would just have to state it's the lack of difficulty, since I don't really think I've gotten that much better. Still had to refer often in Runaway 1 and 2 for example.
    As above, I enjoyed Secret of Monkey Island, although LeChuck's revenge was too arbitrary (can't put dirt in the bucket to make things dirty.. only swamp muck?) I played the first halves of Zak McKracken, and Day of the Tentacle. I finished Loom. Going older: I finished Zork, Bureaucracy, Ballyhoo and some other infocom games, but leaned significantly on their excellent invisiclues. Seems like some background in the genre to me.
    Nice CV. That's a... pretty impressive list for someone who dislikes adventure games :confused:.
    Also, all these games are so more complex than ToMI that I find it hard to believe you haven't picked adventure conventions like stealing *everything* already.
    Isn't this more a case of rushing through the game due to having less spare time than in the past to spend on gaming, therefore not fully enjoying what makes adventure games adventure games? The joy of finally finding the solution to the problem you were facing and the satisfaction of doing so...?
    If the game drops the conversation with say.. the character being angry, or demanding something, or expressing confusion, then the meaning is signalled. But if they express just disinterest in further communication, then that should be a clue to go do something else for now.
    This is an adventure game. Talk till you drop. Especially in humorous adventure games like ToMI, it's almost a goal by itself to annoy people who no longer wish to talk to you.
    "Leave me alone!"
    *click again*
    "Didn't I just told you, get lost?"
    *click again*
    etc.
  • edited March 2010
    You can skip lines with the right mouse-button.
    Buhh? How was I supposed to figure this out?

    There should really be a manual packaged with the game or on the website. I do read those things.
    However, in Sam&Max Season 3 they will give distinguish visually between lines that will repeat and new stuff. Yay!
    Seems smart.
    Not really
    Yes really. Just because some things are streamlined doesn't make it necessarily easier. One gamer might find the one you presume to be harder easier, because things just clicked for them, while they get stuck in the streamlined game.

    Not to disagree that these seem easier than Monkey Island 2, that's my experience too. But I think "X is easy" is just a silly way to demean a game experience. Some people will struggle, some will not. Claiming it's easy doesn't make it more fun.

    Here's an illuminating comment: I find playing Go much easier than adventure games. I also find bicycling 150 miles at a stretch easier than adventure games.
    Nice CV. That's a... pretty impressive list for someone who dislikes adventure games :confused:.
    I enjoyed myself playing those games. But mostly I think I brought the fun to the games, and enjoyed sharing the experience with others. I basically came to the final conclusion that I don't like the genre with this experience.
    Also, all these games are so more complex than ToMI that I find it hard to believe you haven't picked adventure conventions like stealing *everything* already.
    I know you're supposed to get items in these games. That didn't look like an item to me, but instead decoration. Shrug.
    Isn't this more a case of rushing through the game due to having less spare time than in the past

    It's not time, but it's probably effort. I'm a lot less interested in expending effort trying to satisfy a game these days. In the old days I would play fairly demanding action games over and over in an attempt to master them. These days I have no interest unless I can have some success right away.

    I've come to expect an experience out of games MUCH more like a book than I would have in the past. I want to be provoked, to think about what's going on, to be engaged, and to have fun. I would like to be interested in what's there, and to participate in it. I'm not really interested in an experience which repeatedly comes to a halt because it's not clear what to do.

    It's a pretty big shift, I suppose, and one that means these games just probably aren't for me anymore.

    The demo was so incredibly accessible that I thought things had changed in games as well. I think that was probably the biggest misstep in the design -- making the demo so unrepresenative of the gameplay.

    Oh well, I'm canvassing my friends to see who I can transfer my ownership to, in the hopes that it will help drive interest in TellTale.
  • edited March 2010
    jrodman wrote: »


    I finished Secret of Monkey Island back in the day, and overall enjoyed it. I played with friends on dorm though, and probably talked with them when I was stuck, which was much more satisfying than my options this time around.
    Playing adventures games with someone else is a great way to do it. That way there's two brains to use when you're stuck.
  • edited March 2010
    MrFerder wrote: »
    Playing adventures games with someone else is a great way to do it. That way there's two brains to use when you're stuck.

    Yeah, too bad pretty much everyone I know won't have a bar of point and click games. They're all FPS crazy.
  • edited March 2010
    I have yet to hear of anyone on here who can run the game on anything higher than graphic level 3.

    I always play it on 9
  • edited March 2010
    jrodman wrote: »
    Buhh? How was I supposed to figure this out?
    I don't know... how did you figure out F4 was supposed to highlight hotspots? Because this is the first thread that ever made me aware of that feature.
    (Okay, well, other threads mentioned it, with the graphics requirements, but I never found anywhere saying what button to press)
    Yes really. Just because some things are streamlined doesn't make it necessarily easier.
    True. Still, the fact remains ToMI is easier than most other adventure games around. After all; you say so yourself too...
    I also find bicycling 150 miles at a stretch easier than adventure games.
    Oh... I agree. It's just a lot more exhausting.
    That didn't look like an item to me, but instead decoration. Shrug.
    Decorum should be attempted to get stolen too. You fail at Kleptomany :p.
    I've come to expect an experience out of games MUCH more like a book than I would have in the past. I want to be provoked, to think about what's going on, to be engaged, and to have fun. I would like to be interested in what's there, and to participate in it.
    Like said before; I think you would really like RPG's. Try something called "Planescape Torment" for example.
    (It helps that game is basically mostly a digitial book... expect a lot of reading)
    The demo was so incredibly accessible that I thought things had changed in games as well. I think that was probably the biggest misstep in the design -- making the demo so unrepresenative of the gameplay.
    Like many demo's, it's the beginning of the game/the tutorial. I can't recall a tutorial ever being representative of the gameplay of a game. And usually the beginning isn't really a good representetive either.
    RTS'es may provide a solution by giving a mission further along the lines, or a skirmish map, same with FPS'es. But for Adventures and RPG's it's pretty difficult to do otherwise, since just plunging the player in the middle is going to be pretty confusing, even if it's more representative than the start.
  • edited March 2010
    I don't know... how did you figure out F4 was supposed to highlight hotspots?
    I found it in the forums.

    Documentation fail.
    True. Still, the fact remains ToMI is easier than most other adventure games around. After all; you say so yourself too...
    I continue to believe this is personal experience, because that's the only part that matters.
    Oh... I agree. It's just a lot more exhausting.
    Many would disagree!
    Like said before; I think you would really like RPG's. Try something called "Planescape Torment" for example.

    I enjoy RPGs, for the most part. Last I checked, Torment was windows only.
    When it was released, I wasn't a mac user, only Linux.
    Like many demo's, it's the beginning of the game/the tutorial. I can't recall a tutorial ever being representative of the gameplay of a game.
    I can't ever remember it not. I think this one you're just making it up.
    Adventure games may not demo very well, certainly in their heyday you just bought the game. Personally I just pirated the game then, and bought it after if I liked it and had enough allowance at the time.

    In any event, I handed my purchase over to a friend, who will probably love it. I was sad that solutions weren't found to make adventure games accessible to a vastly wider audience, but it's really not that important.
  • edited March 2010
    Well like you said man, these kind of games arn't your thing which is a shame, Tales is a great adventure and can be a bit on the easy side.

    edit: "I was sad that solutions weren't found to make adventure games accessible to a vastly wider audience" see this can be a negative, make the games too easy and they're no longer adventure games that actual fans would want, I think the Wii alone has done enough dumbing down for gaming in recent years along with the explosion in FPS games.
  • edited March 2010
    jrodman wrote: »
    I can't ever remember it not. I think this one you're just making it up.
    Fallout 3 (and somewhat KOTOR too): Totally linear, compared to the open-gameplay after it was done.
    Monkey Island, S&M season 101: A puzzle on a single screen. Obviously that's a lot easier than all the other puzzles that are going to be in a game.
    Deus Ex: First level didn't quite feature the intrigue and such the rest of the game offered.

    Etc.
  • edited March 2010
    I have yet to hear of anyone on here who can run the game on anything higher than graphic level 3.

    Level 9 at 1680x1050. :D
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