Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Broken Age - Double Fine's Kickstarter Adventure Game

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,312
Location
Terra da Garoa
Or instead of being a half empty guy you could be half full and say that 2/3 of the people are satisfied with it
Well, in this case we have you for that. ;)

It is the best selling adventure game, so I don't think we can expect much more from this genre.
The Walking Dead topped the charts many times, as did The Wolf Among Us.
 

felipepepe

Codex's Heretic
Patron
Joined
Feb 2, 2007
Messages
17,312
Location
Terra da Garoa
Why not? The Wolf Among Us is not a popular franchise, only got its fame from being from the same developer as TWD. Tim Schafer and Double Fine aren't exactly newcomers themselves.
 

suejak

Arbiter
Patron
Village Idiot
Joined
Aug 16, 2012
Messages
1,394
I definitely agree that DoubleFine is an AAA developer that robbed hardcore fans to make a sugary mass-market hit.

Will every major Kickstarter project be like this? After all, they want to be rich more than they want to be artists. And you know those Sierra hacks were just dying for somebody to throw them a bone. They'd be dumb if they fucked up their one chance at salvation.
 

Pyke

The Brotherhood
Developer
Joined
Nov 29, 2011
Messages
1,226
Location
South Africa
It is the best selling adventure game, so I don't think we can expect much more from this genre.
The Walking Dead topped the charts many times, as did The Wolf Among Us.
Sure, but even Tim and DF can't compete with such popular franchises.

See-I think that Adventure Games really level the field when it comes to competition. They aren't reliant on technology so a small team can make the 'next best thing'. An indie isn't going to be able to compete in the FPS market, or the MMORPG one because the technologies and resources of companies making those games just far outstrips anything a small company has. But an Adventure Game just needs a good story and clever puzzles. I say 'just'...but as with most simple things they are sometimes the hardest to get right!

Now one thing that admittedly an indie cant compete against those larger companies with is advertising, but I think its pretty safe to assume that Broken Age doesn't suffer from that! The Kickstarter success practically guaranteed a 'free ride' to the press.

The big difference may have been in the 2 different markets...TT have carved a niche for themselves in the 'Interactive Fiction' side of games. Unfortunately BA hasnt put enough focus on the interactive fiction part to appeal to that crowd (multiple outcomes and choice based game play instead of puzzles), or enough focus on the 'puzzle solving' side of things to appeal to the others. Its kinda floating in the middle...but not the good floating that has elements that BOTH sides like - rather its floating where it contains elements that neither side are particularly fond of...

Then again I could be completely off. The full Steam release will tell!
 

DeepOcean

Arcane
Joined
Nov 8, 2012
Messages
7,404
I think the hype around it will guarantee a lot of money, if its going to be more than 3 million dollars to pay for the loans that Double Fine took? I don't know, it's possible but what is big on steam nowdays is some kind of lego sandbox or multiplayer zombie survival sandbox. Double Fine will make some cash but they have loans to pay and need money to make the second half and there are a lot of people not willing to pay for half a game and are going to wait for it to be finished. At first glance, making the game so easy that any retard can finish can look like a good move from a pure cash point of view but as Pyke mentioned this is going to make the game feel a lot shorter and with steamers demanding more and more time for the cheapest price possible, they aren't going to get rich with it. They gonna get a rough ride.
 

Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
4,407
I definitely agree that DoubleFine is an AAA developer that robbed hardcore fans to make a sugary mass-market hit.

Will every major Kickstarter project be like this? After all, they want to be rich more than they want to be artists. And you know those Sierra hacks were just dying for somebody to throw them a bone. They'd be dumb if they fucked up their one chance at salvation.

Depends on the type of game, I think. Isometric RPGs, for example, aren't particularly easy to turn into mass-market hits. I think the worst we can expect from those is:

- Dumbed down in anticipation of a future tablet release. This was the case for SRR, although in all fairness, it was supposed to be a tablet game to begin with. It was also more of an old XCOM -> new XCOM kind of dumbing down, and the game had more important problems anyway.

- Too easy. Probably the biggest problem with SRR, and a real concern for the biggest kickstarters, I feel. There's a reason why Sawyer wants Eternity to have all these hardcore modes and special difficulty levels - it's so idiots can faceroll through the game on normal, while the special modes can provide a modicum of challenge for experienced players. You can visit the Wasteland 2 thread for a myriad of complaints about difficulty as well.

- Just shit. No real explanation needed.

Now that I think about it, it's strange that Schafer et al didn't provide multiple difficulty modes. I haven't played the game, but from what you guys are saying, a lot of the puzzles are easier than they should be because of the overabundance of hints provided. Why not let players pick a "Hard" mode, with no hints? It's not unheard of in adventure games, and I can't imagine it would that expensive to implement,
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Now that I think about it, it's strange that Schafer et al didn't provide multiple difficulty modes. I haven't played the game, but from what you guys are saying, a lot of the puzzles are easier than they should be because of the overabundance of hints provided. Why not let players pick a "Hard" mode, with no hints? It's not unheard of in adventure games, and I can't imagine it would that expensive to implement,
The hints are integrated into the dialog. To keep a flow they would have had to write and record a number of dialog sections twice. It also sort of goes against auteur theory which Schafer seems to believe in.
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Why not let players pick a "Hard" mode, with no hints? It's not unheard of in adventure games, and I can't imagine it would that expensive to implement,
I was thinking about this as well. It would have been such an easy solution for them, yet they only made an easy mode.

Now that I think about it, it's strange that Schafer et al didn't provide multiple difficulty modes. I haven't played the game, but from what you guys are saying, a lot of the puzzles are easier than they should be because of the overabundance of hints provided. Why not let players pick a "Hard" mode, with no hints? It's not unheard of in adventure games, and I can't imagine it would that expensive to implement,
The hints are integrated into the dialog. To keep a flow they would have had to write and record a number of dialog sections twice. It also sort of goes against auteur theory which Schafer seems to believe in.
There aren't that many puzzles in BA, so I think they could have afforted a few extra lines.
 

Cowboy Moment

Arcane
Joined
Feb 8, 2011
Messages
4,407
Now that I think about it, it's strange that Schafer et al didn't provide multiple difficulty modes. I haven't played the game, but from what you guys are saying, a lot of the puzzles are easier than they should be because of the overabundance of hints provided. Why not let players pick a "Hard" mode, with no hints? It's not unheard of in adventure games, and I can't imagine it would that expensive to implement,
The hints are integrated into the dialog. To keep a flow they would have had to write and record a number of dialog sections twice. It also sort of goes against auteur theory which Schafer seems to believe in.

Huh? Are you saying that he believes the easy puzzles are an integral part of his artistic vision, and cannot be modified without damaging it?
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
Huh? Are you saying that he believes the easy puzzles are an integral part of his artistic vision, and cannot be modified without damaging it?
I think he believes in the artistic vision of what he has created and both different difficultly levels and two versions of dialog would go against it.

I am reading well between the lines here, and I could be totally wrong however.

I also don't see Tim as a very stubborn guy and he probably would have done it if they planned it from the beginning, but it's probably too late to fix now.
 

Kron

Arcane
Joined
Apr 18, 2009
Messages
642
Location
The dark throne in Algalord
God, I need to vent this. Broken Age is a REALLY bad game; bland as hell. Basically they fucked up everything. Not only is it a bad, boring and shallow game, but it becomes glaringly obvious that it is a big step back from LucasArts games.

There's no look/take/use/etc. Only left click and everything will be conveniently solved for you. The problem with this is that the game lacks the descriptions you would get by looking at stuff in the backgrounds; plus there hardly is anything to interact with. This sadly means that a big part of the charm - listening to humorous or moody phrases or one liners is absolutely gone.

But the worst part is not the controls, or the easy as shit puzzles.

As Ron Gilbert recently said in an interview with Tim Schafer, adventure games are really an excuse to look at pretty sceneries and listen/read good writing. Well, the game fucking fails to deliver any of these.

It's so goddamn bland and uninspired that you can almost taste the unmotivated design team.

The sceneries are devoid of any real detail. Yes, they look pretty, in a gay-as-hell-21st-century-progressive-fairytale sort of way. There just isn't anything of interest to look at. Forget the interiors and computer huds from Full Throttle.
Also, the characters don't show any fucking emotion. The voice acting is the typical sedated crap you get nowadays. It's almost like the developers tell the actors to not put themselves into the characters, but instead make them all sound the same. Plus, as the expressions from the characters' faces change pretty much NOTHING, the game doesn't really put a definite emotion through.

The game world is simply not interesting. Other thing that bugged me was when they zoomed the characters' faces in the dialogues; you can see the poor quality of the backgrounds up close: blurry, not very defined; you can pretty much tell they were made with photoshop in a hurry. I'm certain that if they had pixelated everything in the game it would all look sharper, and well, better.

Music was pretty off too. At times it felt pointless and irrelevant. At others, strangely out of mood.

And the writing is as bland as everything else. Not funny, not moody. This guy fucking lost it. Forget the "nerd" 1990's-Simpsons humor you would find in DotT, you'll find none of that.

What else can I say, I did not expect too much when I saw the first screens they released way back, expecting a sort of snuggle-feel-good game, but hell this was really mediocre. What the fuck did they do all this time? Were did all the money go, to voice actors?
 
Last edited:

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
God, I need to vent this. Broken Age is a REALLY bad game; bland as hell. Basically they fucked up everything. Not only is it a bad, boring and shallow game, but it becomes glaringly obvious that it is a big step back from LucasArts games.

There's no look/take/use/etc. Only left click and everything will be conveniently solved for you. The problem with this is that the game lacks the descriptions you would get by looking at stuff in the backgrounds; plus there hardly is anything to interact with. This sadly means that a big part of the charm - listening to humorous or moody phrases or one liners is absolutely gone.

But the worst part is not the controls, or the easy as shit puzzles.

As Ron Gilbert recently said in an interview with Tim Schafer, adventure games are really an excuse to look at pretty sceneries and listen/read good writing. Well, the game fucking fails to deliver any of these.

It's so goddamn bland and uninspired that you can almost taste the unmotivated design team.

The sceneries are devoid of any real detail. Yes, they look pretty, in a gay-as-hell-21st-century-progressive-fairytale sort of way. There just isn't anything of interest to look at. Forget the interiors and computer huds from Full Throttle.
The characters don't show any fucking emotion. The voice acting is the typical sedated crap you get nowadays. It's almost like the developers tell the actors to not put themselves into the characters, but instead make them all sound the same. Plus, as the expressions from the characters' faces change pretty much NOTHING, the game doesn't really put a definite emotion through.

The game world is simply not interesting. Other thing that bugged me was when they zoomed the characters' faces in the dialogues; you can see the poor quality of the backgrounds up close: blurry, not very defined; you can pretty much tell they were made with photoshop in a hurry. I'm certain that if they had pixelated everything in the game it would all look sharper, and well, better.

Music was pretty off too. At times it felt pointless and irrelevant. At others, strangely out of mood.

And the writing is as bland as everything else. Not funny, not moody. This guy fucking lost it. Forget the "nerd" 1990's-Simpsons humor you would find in DotT, you'll find none of that.

What else can I say, I did not expect too much when I saw the first screens they released way back, expecting a sort of snuggle-feel-good game, but hell this was really mediocre. What the fuck did they do all this time? Were did all the money go, to voice actors?
well-thats-just-like-your-opinion-man-gif-the-dude-lebowski.gif

The easy puzzles are the worse thing, not that your hardcore soul doesn't like this lighthearted story or the lighthearted visuals.

Hurr-durr, the visuals are shit, the music is shit, the voice acting is shit, the characters are shit, the mood is shit, tha story is shit, it is not funny. Jesus...
 

J_C

One Bit Studio
Patron
Developer
Joined
Dec 28, 2010
Messages
16,947
Location
Pannonia
Project: Eternity Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
Day of the Tentacle was lighthearted. Monkey Island was lighthearted. But they had freaking SOUL.

This piece of afterthought videogame does not.
A lot of thing can be said about this game, but not that it doesn't have soul.
 

RPGMaster

Savant
Joined
Feb 23, 2011
Messages
703
http://ie.ign.com/articles/2014/01/16/broken-age-act-i-review

Typically retarded hipster review from IGN.

9.5!

Broken Age Act 1 is an absolute joy of an adventure. It’s filled with unforgettable characters, incredible puzzles, and one of the most gorgeous worlds you’ll find in games.

It’s filled with unforgettable characters, incredible puzzles, and one of the most gorgeous worlds you’ll find in games.

incredible puzzles

FUCKIN' HELL!
 

Outlander

Custom Tags Are For Fags.
Patron
Joined
Nov 18, 2011
Messages
4,545
Location
Valley of Mines
Divinity: Original Sin Wasteland 2 Steve gets a Kidney but I don't even get a tag.
This game is a POS. Search your feelings, J_C, you know it to be true :P
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom