In Your Face, Adventure Gamers 29 Nov, 2008 / Comments: 18
We've already been talking about it on the forums, but now Jason has farted up some thoughts for you to breathe in and digest.
You most likely know all about A Vampyre Story, the game developed by many people from the classic LucasArts era, and designed by Bill "Curse of Monkey Island artist" Tiller -- and you will probably know how eagerly anticipated it is for many people.
If you've played the game, please leave a comment on the site or the forums, and let people know what your impressions were.
I was thinking that same thing. To be fair I haven't had chance to play through much of A Vampyre Story at this current point, but I often hold writing and (in a humorous game at least) humour higher than puzzle and even gameplay quality. This only really applies to the Adventure genre, but it still sticks with me.
I'll have to wait and see with AVS, but at the moment it's not quite nailing the writing for me - which is why other games (like Penny Arcade Ep 2) are tempting me away.
When I first saw this feature in Simon the Sorcerer 2 I thought it would become a part of basic functionality that would be featured in each and every subsequently released adventure game, similiarly to what would later happen to WASD layout in shooters or speeding time up in city building games. For some odd reason this didn't occur, and there's no excuse for that. Kudos to Till Biller.
And illogical stuff: for everything, you can either 1) take it directly, 2) 'remember it', or 3) not get it. However, the sugar belongs to a 4th option. So that puzzle was unfair to me. The gypsy lady cutscene was indeed way too long, and I didn't notice any lipsynching at all! Maybe it works for the German version? And then the option to skip dialogue or walking is nice, however it often doesn't work correctly.
The story is nice, no real complaints there. Just I wish Tiller had decided to use 2 months or so of extra play-testing and bug testing. What use is a Halloween release, if it's not polished?
Just my 2 cents
Considering the general ridiculousness of adventure game puzzles, I do not criticize anyone who would resort to a walkthrough, but I think that we must admit that once they enter the equation, we forfeit the ability to accurately measure length or puzzle difficulty. CMI is a monster adventure game in terms of the scope, the number of locations, the amount of characters, the budget, etc. I'm sure there are games with cheap puzzles that are "longer" than CMI in that the game has more backtracking and fetch quest puzzles to pad the experience, but in terms of content, CMI is on the short list of biggest adventure games ever in my mind.
If there's anything I miss about modern adventure games, it's the in-depth player guides.