![]() That said, the whole experience was like rediscovering a childhood blankie in the attic and being overjoyed to give it a surreptitious snuggle when no one's looking. I'm not sure if the verb or the response isn't quite mapped right, and it doesn't harm the gameplay any - but I know you're the kind of folks that have the kind of attention to detail required to add picking up specks of dust to a game, so I figured I'd let you know. I saw a few minor glitches here and there - nothing to write home about, one of the more interesting was when trying to "Pull" a certain "recognisable" painting in the factory with Delores and she responded "It doesn't open, so how can I close it?". I completed the game in the wee hours of this morning using "B" (for breach or broach), but it gave everything a certain Victorian flavour when using it. Wow - talk about fast turnaround thank you sir!Īs it turns out, "Open" as a verb is one of the very few in the English language that has very few synonyms (practically none). Really hope this is a success and you do another one, as I've thoroughly enjoyed playing it. I'd have liked some kind of scene where the four decide to help each other in a limited manner to explain why they're "giving" each other all the items. Only negatives were not being able to look at people and get the characters thoughts, and the lack of interaction between the agents and Ransome/Delores in mid game. I don't think I would have noticed this but for the very rapid frequency the mime moves to the next insult.įinal thoughts were that story was very good and puzzles, as I noted above, were outstanding. When Ransome pushes over the mime in the flashback, the mime frequently says the same thing twice in a row. When Boris talks to Willie at the beginning of the game, all commands used perform "Talk to"(ironically the only person you use look at on! :) Had to take a break for a few hours a couple of times and think about a puzzle, but I never came close to the "use everything on everything point", and the puzzles were satisfyingly difficult.Ĭame across two tiny issues neither of which really affect anything (and may have been intended): I can't say for sure I've ever played a P&C before where that was the case and I've played a lot of them. First off congratulations for making a game where _every_ puzzle was logical.
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