Fricking genius!!!
Just been playing Ice Station Santa and all I can say is: BRILLIANT!
The opening configuration screens and the new stylish opening just tickled me, but it's game itself which is fantastic. The humour is stronger (more satire, more grown up, love it!), the dialogue is improved vastly, even just when just looking at items. It really reminded me of Hit the Road in a way that I'd totally forgotten.
This is REAL Sam & Max!
I think if Episode 2 maintains the same standard, then Hit the Road will be a distant memory!
I thought Season 1 was great, but this is better!
Well done Tell Tale, you've exceeded my expectations!
Now: If you could just reduce the number of puzzles you solve before knowing the problem (doing something without really knowing why) and make opening the inventory animation quicker.
Great job!
The opening configuration screens and the new stylish opening just tickled me, but it's game itself which is fantastic. The humour is stronger (more satire, more grown up, love it!), the dialogue is improved vastly, even just when just looking at items. It really reminded me of Hit the Road in a way that I'd totally forgotten.
This is REAL Sam & Max!
I think if Episode 2 maintains the same standard, then Hit the Road will be a distant memory!
I thought Season 1 was great, but this is better!
Well done Tell Tale, you've exceeded my expectations!
Now: If you could just reduce the number of puzzles you solve before knowing the problem (doing something without really knowing why) and make opening the inventory animation quicker.
Great job!
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Could you give an example? (Use spoiler tags.)
One example
Trying to get that darn elf to cry, I played around with everything in the workshop so much, that the final puzzle took me less than a minute eventually...
I'm not quite sure whether such occurences can be prevented, however. I gues once in a while you simply stumble about a solution before its time.
And it's still a great game!
You should always try every single dialogue option possible before you move on. That's my top tip!
Why is this so bad? I happened to me with probably every adventure game I played so far. Of course you shouldn't miss any part of the story or interesting dialogue, but being able to solve a puzzle without seeing a small hint to it's solution isn't so bad.
In 201 I went straight back to the office looking for the
For example...
I also fell victem to not being able to figure out how to use
But at the same time, I was able to figure out the final puzzle simply by messing with the environments before hand much like everyone else, so it kind of evens out.
Even the first puzzle is like that, in a way, as you are being lead by the characters rather than your own thought processes.
Of course it's hard to do, but I find that adventure games work best when the puzzles follow the user rather than the other way around. Sam & Max has a bit more leeway because of its surrealness, though
That said, we do try not to have puzzles that you'll be likely to solve before knowing why. With things like the plane and trampoline, it was very much assumed that you'd play around with them when you first arrived, and consider their usefulness in solving your current objective. The hope was that they wouldn't seem obviously useful to you then, but when the final battle came, you would have an Aha! moment where you would feel satisfied, nay overjoyed, to be able to use those things at last.
Thanks for the thoughts!
..on the other hand, you probably just made that up now, after reading all those comments.
Probably not, but as a designer it's his job to keep you guessing.
Dunno if it was intentional, but I loved how the trampoline and plane kept leading me down a completely wrong train of thought, like a red herring of sorts. (I kept trying to get Max to jump into the plane from the trampoline throughout the game)
I understand what you mean, but you are steered towards getting the miracle grow before you may have even noticed the plant outside (I think?). But maybe it just all comes down to the fact that the items don't necessarily create a great puzzle: I certainly didn't think that the tree outside would grow that much, for example. Also the chimney outside isn't consistently placed with it leading to Santa's room, meaning that I also probably didn't make the connection there either.
Maybe I just need to play with the hint level set higher