Right at the start of Shay’s adventure, there’s the green mayor dude choking on a pipe. The spoon in your inventory comments that he needs to be squeezed to be helped with his struggle. But there’s no option to just help him. Shay won’t even try. He’ll just talk to him, stand there watching him choking. The ‘correct’ solution of course being utterly ridiculous.
At the start of Vella’s portion, she’s floating in zero gravity, unable to move, but next to a grabby hand about which she observes, “Wow, it seems really interested in boots.” There are boots in Vella’s inventory! This must be a solution. Use them. “It doesn’t seem interested.” (My emphasis.)
Logic is so often absent, too. You’re on the ship, you discover people in direct danger of starvation, and it doesn’t occur to anyone that Vella might discuss this with an adult authority figure with whom she has direct contact.
one of very few characters to actually do jokes in an extremely sombre game
The climactic puzzle, which I obviously won’t spoil, was by far the worst example – having to negotiate multiple stages of distraction/repair/location/action in the “right” order, with two characters, where switching between them arbitrarily resets the progress of the other.
RPS/John Walker didn't much like Act 1 either. They just treated it a bit with kiddie gloves because it was unfinished.
I didn't think I'd end up defending Broken Age of all games, but if reviewers think that this is too hard and convoluted, then mainstream adventure gaming is well and truly dead.
Poor poor Tim. He listened to the gamers and improved the puzzle difficulty a bit, and now the casual garme journalist will bash the game because of it. And the retarded part of the gamer community will bash the game because they listen to shit like RPS. Tim was really in a lose-lose situation here.
You just think too much into this. Tim didn't want to simulate complexity by adding pH. It could have been Volt or Ohm, or Pounds or anything, it just added a term to the puzzle.Jesus Christ you guys are retarded. Who the fuck cares what pH means in in adventure game? It is not for educational purposes, it just gaves a frame to a puzzle. I understand that you want to hate on the game, but come up with something which is legitimately bad.
Or should I complain about the sword fight in Monkey Island where you had to outtalk the enemy to win? Because real sword fighting is not like that you know!
JC, I've agreed with you for ages even though a lot of Codexers rag on you for being Matt and having strange opinions.
But dude, you're wrong here. In response to how child-like Act 1's puzzles were, DF has tried to simulate complexity of their puzzles by added the terms 'pH' to them, while being nothing more than primary school math problems. It's hilarious.
The second half of Double Fine's adventure offers more puzzles, lots of repetition and a muddled conclusion.
[...] As much as there is to enjoy on a moment by moment basis, there's a sense that this is a game that's been torn in more ways than one. Torn between being a PC adventure in the classic style for the devoted hardcore, and a casual adventure that can also work for newcomers. Torn between two storylines that teasingly reflect each other, but never quite overlap in a meaningful way. Torn between repeating gameplay elements from its first half while improving on the mechanics for the second. It's always a very likeable game, but one that never fully reconciles itself, never seizes its potential in the way Vella and Shay strive to.
In the end, it's the surface details - the dry and gentle wit, the winsome voice acting, and the gorgeous design - that lash it all together. The deeper elements, the bones that might give it structural strength, feel thin. Broken Age doesn't quite suffer the fate implied by its title, but there are clearly fractures that time has failed to heal.
Lolwut negative Ohms and negative pounds now?You just think too much into this. Tim didn't want to simulate complexity by adding pH. It could have been Volt or Ohm, or Pounds or anything, it just added a term to the puzzle.
Well I'm definitely not re-playing Act 1. I uninstalled the game so I've lost any saves.
I'll just conclude that the game sucks then. GJ Double Fine.
I could; I won't.Well I'm definitely not re-playing Act 1. I uninstalled the game so I've lost any saves.
I'll just conclude that the game sucks then. GJ Double Fine.
It's an adventure game, you could just borrow somebody's save
I've felt that this revelation, that Shay's parents are real living people, doesn't have any purpose. It's done just for the sake of twist. It doesn't make sense, moreover, it even breaks some plot elements and imposes new questions. E.g. why did Shay's parents hide their identity from him?
It's a beautiful game. No shit. It is very cute. But, plot-wise and puzzle-wise it's fucking horrible. I can't believe that its author was formerly able to create such masterpiece as Grim Fandango.
You just think too much into this. Tim didn't want to simulate complexity by adding pH. It could have been Volt or Ohm, or Pounds or anything, it just added a term to the puzzle.
Fuck off, idiot!You just think too much into this. Tim didn't want to simulate complexity by adding pH. It could have been Volt or Ohm, or Pounds or anything, it just added a term to the puzzle.
Yeah, guys! Nobody wants to associate adventure games with thinking!