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MusicallyInspired

Sarien Sanitizers
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Everything posted by MusicallyInspired

  1. There's a difference between creepiness and fear. The latter I attribute to failing the game as well as tension/suspense/fright. I'm just not afraid of a game I can't fail in. It can be creepy and tense, but I'm not truly afraid. It affects me differently, personally. This is more subjective, of course. I was not afraid of anything in an LA adventure game. Granted, they're usually geared more towards comedy, but still...if there WERE deaths, I'd be more drawn into an atmosphere like the final areas of Fate of Atlantis (which was already very potent and enthralling!). Also, I know you CAN die in that game, but only from fighting sequences, which you can safely avoid throughout the entire game. That's why it's a movie and not an adventure game. Picking up everything not nailed down, being over-cautious, and over-preparing oneself is part of the adventure package, in my humble opinion. Ah but the popular qualms with KQ5 are not with the deaths but the dead ends. I don't have a problem with any of the deaths in KQ5. None as annoying as falling off stairs in an AGI game, anyway. Which, btw, wasn't that common. Walking puzzles existed in AGI games (only in certain places) due to the control method (keyboard arrows). It was a feature to make up for lack of much else that couldn't be done in terms of obstacles to overcome on such a limited engine. When SCI was developed and the mouse-driven interface took over, the other ehancements to the interpreter allowed for other more interesting obstacles, negating the need for such antiquated methods of prolonging game time. KQ1 is a very short game. It's a three-part treasure hunt. That's all that they could do back then. There wasn't room (figuratively and literally) for anything more. As time went on they got more daring (KQ3 was on 3 disks instead of 2, KQ4AGI was on like 5 disks or something instead of 3) until they outgrew the engine entirely and developed something new that they could accommodate their new designs with, as well as the industry/consumer quality expectations and the ongoing technological advances in storage mediums which allowed for bigger games than before. So, walking puzzles, while annoying, were necessary to draw out the game length because, well, there wasn't much else to do. Yes, somebody made an almost complete remake of KQ6 in AGI, but I guarantee you that probably wouldn't fit on even 5 floppy disks. Also, I'm pretty sure that, as a particularly advanced fangame, you probably need to run it in a modern fan-made AGI interpreter. SQ0, for instance, takes liberties that the original DOS AGI interpreter can't cope with and so can't be run in DOS at all.
  2. I refute this. She'd die by falling in the shower if she didn't take precautions first, like installing anti-slip pads in the shower. I submit that every death in a Sierra game is reasonable and has a purpose. Whether they're annoying or not is another matter. I've already refuted this before. :)
  3. I'm a big supporter of deaths, as most of you may know, and this is one of the primary reasons. The only LA game I was scared of was Maniac Mansion. It freaked me out when Ed went downstairs to get a snack from the fridge and I was in the kitchen. I was about 5 or 6 and I had already been playing Sierra games before that. I stopped playing immediately after that point lol. My dad just laughed at me. And the dialog was all campy and everything. So no matter how much they tried to play it down, I was still terrified because of what would happen to my character. And it was a real fear because it's possible to fail in Maniac Mansion if all your characters get thrown in the dungeon, right? Sadly, they did away with that because, according to Ron Gilbert's philosophy, it's "bad game design".
  4. Sorry, your attempts to render us mute will fail miserably. You can't just brush us aside.
  5. I'm bored and tired of him. Go away, Paul. Go away. You're not fun anymore. Even you disgracing yourself over and over again is no longer amusing.
  6. Hah nice try. Nobody would ever believe I was capable of that.... ....of course that just means I can get away with it easily...
  7. Alright, showing off time (though I don't have as much as I'd like, my wishlist is at least twice as large, I think). Aliens versus Predator Classic 2000 Dungeon Keeper Goldâ„¢ Rise of the Triad (2013) Fallout Tactics Fallout 2 Warsow Flight of the Amazon Queen Stargunner Torchlight XIII Caesar 3 Chronicles of Riddick: Assault on Dark Athena, The To The Moon Blackwell Bundle Botanicula Resonance Machinarium Collector's Edition Gemini Rue Stacking Legend of Grimrock Duke Nukem 3D Atomic Edition Retro City Rampage Worlds of Ultima: The Savage Empire Ultima Worlds of Adventure 2: Martian Dreams Fallout Last Express, The Crusader: No Regretâ„¢ Psychonauts Real Myst Gobliiins pack Painkiller Black Edition Broken Sword 4: The Angel of Death (Secrets of the Ark) Tyrian 2000 Ultimaâ„¢ 4: Quest of the Avatar Treasure Adventure Game Blood: One Unit Whole Blood Broken Sword 2: Remastered Empire Earth Gold Edition Teenagent Beneath a Steel Sky Jagged Alliance: Deadly Games Lure of the Temptress Dragonsphere Descent 3 + Mercenary Descent 1+2 Battle Chess Special Edition Freespace 2 Descent: Freespace Battle Pack Broken Sword: Director's Cut Alone in the Dark Blood 2: The Blood Group Outcast
  8. That was really weird. Instead of repling to Troels's post, I edited it...including the quote. No idea how that happened. I had to dig through my trashed emails of reply notifications for this forum to find the original message. Here the original reply I meant to make. Nope. Not in my versions anyway. If he does show up it's a lot rarer than in the CD version that's for sure.
  9. SQXII was always scary. I was terrified of the slime, despite the whimsical music, just from the mere fact that I had to get out of its way. This was back on a Tandy 1000 so Roger had to be just as slow as the slime. The suspense of running away was too much. Also, the escape pod robot and the kissing alien from SQ2. In King's Quest, I was always terrified to enter the dark forest screens from the KQ1 remake where the enchanter, ogre, dwarf, and wolf could show up. To this day I avoid those screens because of that childhood fear. To be honest, most of my childhood fears of scenes in video games had to do with being afraid of what would happen and me not being able to handle it (ie- being fast enough or smart enough) moreso than how scary it LOOKED. I'm not afraid of games that I understand in an out. ....except for the Marine campaign in Aliens VS Predator...I am terrified of that game.
  10. Couldn't draw him into the public eye?
  11. WOW. The continual unfolding of evidence of this man's substantial ego and exponential selfishness, which is only further enlarged when he is called out, is disturbingly massive.
  12. Ah, whatever :p. I like non-plot centric puzzles. Still, if they're not designed well they can still be bad. I think adding some extra puzzles would provide more of a reason to replay it, like I said before. They may just be bad at adding puzzles in that manner, though. I don't think it's a matter of adding what was missing. Some people probably think that's bad anyway, though. Maybe they should have added an option for the original experience or the extra puzzles. I'm not sure what to expect myself because I'm not very familiar with POS's styles of puzzle-design. Never did play episode two of TSL. Nor the first episode of Erica Reed I got somewhere.
  13. So let me get this straight....they're complaining that a remake of an ADVENTURE game made a bad decision by adding PUZZLES....to an ADVENTURE game. Something that would make the experience of playing a remake of an ADVENTURE game more fresh and interesting. What in the heck were you expecting?
  14. Sounds like whoever told you this was slightly confused. There is a difference between the CD and floppy versions where the robot only comes randomly in the CD version and the zombie has to summon it in the floppy version. That might be what they're thinking of.
  15. Man I still haven't listened to the season two premiere yet...will have to do that tonight maybe.
  16. I was two when SQ1EGA was released...so what? :P Whoa, almost exactly two years apparently. It was in October.
  17. Yeah, Vonster really did think of every plothole there,.....that overly pedantic nut. :p
  18. I don't like any of the locations or the atmosphere in SQ6, except for maybe the shuttle which is pretty neat. I just think it's really really funny. I also think the voice actors are top notch. I love Roger's portrayal. I dislike the portrayals of Roger as being so dimwitted he can't even talk right. He's not a neanderthal, he's just very very clueless. Perfect representation in SQ6. Roger: "Hey, what the-....!" Gary Owens: "While we await a fully formed thought from Roger, it should be noted that there is some kind of toxic gas filling the room." Roger: "Hey! There's some kind of toxic gas filling the room!" The writing, the delivery....comedy gold.
  19. Lol a Space Quest MMO with such classes/factions as Custodian Engineer, StarCon Officer, Gippazoid Novelty Co. Android, etc would be pretty awesome.
  20. I don't hate it. In fact I think it's probably the funniest in the series. I just think it's the least faithful to the series in terms of tone and presentation. It's a great funny science fiction adventure. Going inside a body is not very interesting. I never liked the characters either. Or the locations. It has this air of boredom around it. The jokes are funny, but I don't care about the story or the characters. It's just not interesting and not Space Quest enough for me. It's a decent game on its own, but as part of the SQ series it suffers. Not to knock on Josh's design too much, he's a great designer, but the Two Guys do SQ better.
  21. Ah Pcj was just lucky that I was late...I would have at least given him a good challenge. ...says the guy who took the longest to finish and ended up giving up at the end.
  22. I'll be right in...
  23. I know what you mean. I usually get through KQ5 until the desert maze and then I'm like.....no. And that's is fairly early in the game. But if I get through that, then the rest of the game is a breeze. KQ6 I stop around the Cliffs of Logic I guess. It's not that I hate mazes or logic puzzles or anything. If I'm seriously wanting to go through a game I'll do it all, but if I'm just playing casually I have a breaking point. I don't think any of the original AGI games have this point. The only exception would be maybe the Skimmer sequence in SQ1. Or the dripping acid from the cavern. I like to be able to go through the game entirely without saving if I can. Those two points are the worst hurdles for that style of play. Or on the Deltaur where Sariens appear out of no where and you have to have quick reflexes. SQ2 doesn't have any of those things. SQ3 doesn't either. Oh no wait, the Astro Chicken game...but you can skip it, but then you don't get full points do you? The real reason I don't replay SQ3 is because it's so short, though. SQ5 is pretty good until the Rescue Cliffy minigame. SQ6 is good until the Datacorder. If you get past that then the next part would be the filing system I guess.
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