Your favorite and least favorite puzzles out of the 5 games?
Last edited by Bjyman on May 10, 2013 • 3:20 pm, edited 1 time in total.
Only one favorite and least favorite puzzle for each game. This doesn't have to be in terms of difficulty, but can be.
MS
Arcade Sequences
Alcatraz walking
MM
Rhonda
Bathroom Ducts
UAKM
Ching's Laser Net
Dealing with the GRS Droid
TPD
Roswell Slider
Opening the Roswell Interior Door due to glitch
Overseer
Anasazi Bricks
Gideon's Gallery Floor
I've noticed I'm not big on the movement puzzles, but still would be disappointed if they were removed in the future.
MS
MM
UAKM
TPD
Overseer
I've noticed I'm not big on the movement puzzles, but still would be disappointed if they were removed in the future.
I really dislike the droids on Alcatraz in Overseer. I have no problem with the GRS droid in UAKM, besides it freaking me out when I was younger (okay, it still does!) but two droids were too much for me to think about. It turned the game into one long LOAD-SAVE fest near the end, and it really destroyed the pacing for me.
Now, my favorite puzzles include Malloy's puzzle boxes (except Elijah Witt's box) and the fight with Big Jim Slade. I also like the alternative solution to how you can stop the alien in Roswell.
Also, it'll probably irk me forever that they got Roswell and Area 51 mixed up
-Fred
Now, my favorite puzzles include Malloy's puzzle boxes (except Elijah Witt's box) and the fight with Big Jim Slade. I also like the alternative solution to how you can stop the alien in Roswell.
Also, it'll probably irk me forever that they got Roswell and Area 51 mixed up
-Fred
Pirates, vampires, zombies, ninjas, ghouls, aliens, goblins, monsters, robots, sorcerers, undead, werewolves, demons, mutated dinosaur-cyborgs and those pesky phone salesmen! The shotgun is a one-size-fits-all solution!
There's an alternative way of stopping the alien? Also, isn't Area 51 the testing ground for experimental government projects derived from alien technology, not pure alien tech itself?Fred Buer wrote:I also like the alternative solution to how you can stop the alien in Roswell.
Also, it'll probably irk me forever that they got Roswell and Area 51 mixed up
-Fred
"The real world is bizarre enough for me." - Blue Öyster Cult
You mean the one with the sprinkler system, or the other one? I only did the last one once by accident, but I could never reproduce it...?Fred Buer wrote:I also like the alternative solution to how you can stop the alien in Roswell.
-Fred
Bests, Rockefeller
"Twenty years from now, you will be more disappointed by the things you didn't do than by the ones you did do"
"ERROR: Error Code Does Not Indicate An Error"
"ERROR: Error Code Does Not Indicate An Error"
I think we've all played these games too much, so we get frustrated by stuff with the highest room for error even when you know the solution. Stuff like the GRS Droid and the cloud monster in Roswell.
But I think design-wise, the worst puzzles are the ones that are just illogical and have to be figured out randomly. For instance, there's a point in Overseer where you have to go back to an abandoned office like 3 days after it's relevant to the story and find a piece of mail that magically showed up there. It's totally unintuitive.
Another example is in Pandora, there's a point where Malloy's coat shows up in his room, but the event is triggered by actions that have nothing to do with Malloy. It's unintuitive. We all know to do this since we've played these games a million times, but they represent a more serious design flaw, I think.
But I think design-wise, the worst puzzles are the ones that are just illogical and have to be figured out randomly. For instance, there's a point in Overseer where you have to go back to an abandoned office like 3 days after it's relevant to the story and find a piece of mail that magically showed up there. It's totally unintuitive.
Another example is in Pandora, there's a point where Malloy's coat shows up in his room, but the event is triggered by actions that have nothing to do with Malloy. It's unintuitive. We all know to do this since we've played these games a million times, but they represent a more serious design flaw, I think.
In defense, the puzzle you're talking about in Overseer had an initial inventory item you could get on the first visit to make things more logical. As far as Malloy's Jeans go there may have been afk .wav files that put you on the right direction. It's seems very logical to be at one of Malloy's hangouts to look for Malloy. But I kind of agree that I like it better when game progression is driven directly through the player's actions instead of selective time.Frogacuda wrote:I think we've all played these games too much, so we get frustrated by stuff with the highest room for error even when you know the solution. Stuff like the GRS Droid and the cloud monster in Roswell.
But I think design-wise, the worst puzzles are the ones that are just illogical and have to be figured out randomly. For instance, there's a point in Overseer where you have to go back to an abandoned office like 3 days after it's relevant to the story and find a piece of mail that magically showed up there. It's totally unintuitive.
Another example is in Pandora, there's a point where Malloy's coat shows up in his room, but the event is triggered by actions that have nothing to do with Malloy. It's unintuitive. We all know to do this since we've played these games a million times, but they represent a more serious design flaw, I think.
I didn't care for that fight. It felt like all I was doing was trial and error until I forced out the right answer the game wanted from me.Fred Buer wrote:Now, my favorite puzzles include Malloy's puzzle boxes (except Elijah Witt's box) and the fight with Big Jim Slade.
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The puzzle on the Moon Child when trying to revive Eva Schanzee was pretty cool (no pun intended); all of Malloy's boxes were very difficult, especially the slider puzzle when under the time restraint; the brain puzzle in Overseer was hard at first; and a few others not coming to mind made all the games a true adventure gaming experience.
"If you look to me for illumination, you better have a flashlight!"
Even to this day, whenever I attempt the Moon Child resuscitation puzzle, I don't stand a Schanzee.
Ba-dmm pssshhh!
-Fred
Ba-dmm pssshhh!
-Fred
Pirates, vampires, zombies, ninjas, ghouls, aliens, goblins, monsters, robots, sorcerers, undead, werewolves, demons, mutated dinosaur-cyborgs and those pesky phone salesmen! The shotgun is a one-size-fits-all solution!