
That's not to say that it's a bad game, but I feel that we've misremembered it all these years (likely because it was so hard to play it again). Towards the end of the game it starts to feel especially limited and rushed. There's only really like 6 areas in the game, and several are only like 3 screens and a couple interactables. One of the other things that surprised me when I played it again was how short it really is. Also, at release it was really buggy, which also lent it an air of being longer than it is, because you'd often have to do things over again because it would crash.


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It's probably because before this, LucasArts made Full Throttle, which was a pretty good point and click but got a lot of criticism for being too short. By making the puzzles obscure as ♥♥♥♥, you have to spend more time playing the game, so it feels longer than it is. Nguyên văn bởi Kill-Cam Celebrity:No, you're really right. As such, I wouldn't feel bad about using a walkthrough, because really, the atmosphere and story of this game is the reason you're playing it, the puzzles are just there to make it feel like a game. I would guess that unlike, say, Day of the Tentacle, which was clearly set up as a vehicle for clever time-related puzzles, Grim Fandango was designed as a story first and they tried to fit puzzles into it, which explains why many of them are pretty lame. In the original game, items you could pick up were highlighted white, but they no longer are in the remake, making certain items way harder to notice. One thing that might help is to check every area in the original graphic style, which you can do by pressing backspace. Experienced adventure gamers will probably spend a lot of time making up poems because it feels like it should do something, but it doesn't. One especially annoying aspect to the game is there there are many elements that seem like they're part of the solution to a puzzle, but they're actually totally useless, such as the mic at the poetry club. The vast majority of puzzles in this game just come down to finding the right interactable (the above-mentioned door lock is a hideous one) or finding the right item, and almost none of them require any kind of clever solution or logic. This game honestly has some of the worst puzzle design of any adventure game, I was shocked at how bad it was when I replayed the game. Full Throttle was a bit divisive in its time because of the fact that you could coast through (har har) in about four hours, with very few 'stupid puzzles' in your way. Another important reason for that was to lengthen gametime. If only they had done a better job on chapter 2. Different options for different paths, and puzzles that are wacky, but not unfair. The New King's Quest Chapter 1 is probably one of the best adventure games I've played in the modern day. Having to try out everything with everything has always ruined these types of games for me, because it becomes less fun and more tedious.

Its not all the fault of the developer of course, I personally put a lot of the problem on "lateral thinking" where an answer the developler thought was obvious, won't be obvious to someone with different expereneces. How are you supposed to know the cat in the lobby is the same cat in the race photo? Plus, as the printer has no labels, I had no idea I was punching in the race number in both slots when it wanted a week. The cat track puzzle was especially frustrating. Grim Fandango isn't the worst offender by far, but there were a few places I actually got the answer to the puzzle but a poorly worded response or a negative reply from being a few pixels off made me think I had actually gotten it wrong, making me spend another hour or two hitting my head on the wall until I looked up a walkthrough.

Fact is, Sierra, (and potentially Lucas Arts) made its games the way it did just so it could sell guides and charge for the tip line. Try playing Kings Quest 5 without a walkthrough and see if you don't throw your computer out the window. Lol I don't know what games you were playing, but the Sierra games in particular were practically condemned. Amazing how much hand holding there is in the modern world of gaming. Now a whole generation of adult shaped children are crying because they find it too hard. Nguyên văn bởi metal_hamster:It is funny to think that back when I was a kid (i do mean kid) these games were considered very easy.
