Action sequences?
Hey, haven't heard anything about the good old grog smelling action sequences. Are there gonna be any in Tales of MI? How do u generally feel about them?
I think if they are properly done they can be nice change of dynamics and contribute to the atmosphere, but only if they succeed not to be boring and tedious and still feel like an adventure, to be enough interesting and good implemented. Monkey Island 3 had few of them, like mini-games with cannon shooting or ship battles.
But, if sequences are boring and thrown to take your time then its much better to avoid them, as multi-genre generally is hard to balance and demands good implementation.
I think if they are properly done they can be nice change of dynamics and contribute to the atmosphere, but only if they succeed not to be boring and tedious and still feel like an adventure, to be enough interesting and good implemented. Monkey Island 3 had few of them, like mini-games with cannon shooting or ship battles.
But, if sequences are boring and thrown to take your time then its much better to avoid them, as multi-genre generally is hard to balance and demands good implementation.
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Personally I'd love to see these guys coming up with whatever kind of gameplay they think fits best. Be it insult sword fighting, spitting contests, cruising ships... oh wait, been there done that already.
I liked the ship-battles in MI3, but I don't think it really imrpoved the game that much, and some of the puzzles in MI4 (like Monkey Kombat) were just irritating. The boulder-throwing thing in MI4 was alright, though.
yes, i agree
I know these might not be what you mean, necessarily, but if the developers of action games don't watch what they're doing they could end up adding things that detract from the game completely. A lot of people felt this way regarding Monkey Kombat. (which I liked, personally).
Maybe some mini games, to be played separately, could be packaged with TBI? maybe not even packaged, i dont know... just a little extra dose of piratey goodness as a bonus
That depends - I'd argue that your "typical lateral thinking exercise" is likely to be of the same painted-by-numbers-kind than anything. "Use newspaper on door".
It's not like these are superior by definition.The first chapter of the original Monkey Island game is still a quite fantastic example of proper out-of-that-rigid-box thinking. Or just the triumph of imagination over the tedious.
What does CBA mean by the way?
Which probably were all compromise. What all this rather formulaic crate pushing was vaguely hinting at was something that was hardly ever touched in this endless sea of same same object inventory puzzles, levers, doors locked by sudokus and what else: environmental interaction or "puzzles" if you prefer that term.
That is, objects that can actually be touched, pushed or anything you can think of - which Revolution maybe thought was a bit of a stretch for people they thought were used to scenery that acts as a flat backdrop to a string of Jigsaws or whatever. But then I could be wrong.
the problem with action sequences in an adventure game is that they are not much worked-out and programmed to be as good as a standalone game. thats the main reason because it has to be playable and interesting so it would need more then just basic adventure programming.
I wanted Guybrush to pull out a couple of handguns, put some shades on, and run up the wall.
Ah, but that was in the first game so it's alright!
Much like how Indy 4 is made worse by the fact it has a few inconsistencies like RPGs in 1957 but Raiders is still great even though you could write a short book on what's wrong with the whole situation in that film.
Old stuff will always be treated as better than new stuff even when it's not true because nostalgia will always beat quality.
Ya, they can be nice for a change of pace and whatnot.