The Last Resort now released for PC! 10 May, 2009 / Comments: 11
Those of you who are season subscribers of Wallace & Gromit's Grand Adventures should have already received an e-mail about the availability of the second episode, "The Last Resort," in which Wallace decides to build a community beach resort in his basement in response to poor weather conditions. What with the episode being out and all, it makes one wonder what you're still doing here.
Update: Check out our very own review.
God knows if I am a Telltale supporter, but something has begun to change since Strong Bad, you can't deny that.
I was perfectly fine with episodic gaming: the second half of Sam & Max Season One and the whole Season Two just nailed the perfect balance between immediacy and challenge. Masterpiece.
Starting from Strong Bad, something began not to feel right: great design ideas, good craft in audio & visuals, but the games were TOO light.
W&G is inflating the problem, with less replay value and only four episodes, which don't feel "beefier" as they announced.
We're not ditching the classy Telltale work altogether, but I think fans should point out a bad trend without being offensive, of course. And that's because we love them. ;-)
And he didn't just say "it feels like a Wallace and Gromit short" (and therefore it accomplished what it set out to do), he said: "It feels at times more like a typical Wallace & Gromit short, with a few puzzles thrown in to make it interactive" (as in, more of an interactive movie than a video-game).
I haven't played the Wallace and Gromit games, so I wouldn't know how short or long the games are, but pretty much every review I've read has had issues with the length of them. (Particularly ep 2.)
If someone genuinely has issues with the interactivity being too slight or lacking in substance, that's one thing and should be noted, but often after somebody makes that complaint, their suggestion for fixing it is to make the puzzles harder. That sort of undermines the notion that the person saying that has any idea what substance actually means.
Okay: how about getting rid of explicit "find-three-objects" lists? What if the player had to figure out which things he/she needs? The hint system would help the gamers who want the list right under their nose. The idea wouldn't change their design strategy too much, but you'd get an extra layer of "solving".