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Messages - yodanut

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Games / Re: Has there ever been a good Batman game?
« on: December 21, 2007, 06:04:45 am »
I have fond memories of the SNES Adventures of Batman and Robin. It captures the feel of the wonderful Batman Animated Series extremely well with its stylish visuals and beautiful music, and it has decent variety in its gameplay. I think it's well worth playing for Batman fans.The NES Batman is obvioulsy a classic, but as was already pointed out it feels like some other game with Batman added in rather than a full-fledged Batman title. Can't say I enjoyed any other Batman games I've played. He's an awesome character and he deserves an awesome modern title. That said, while playing Assassin's Creed I got a Batman vibe on more than one occasion. That engine would be awesome for a Batman game.

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Gameplay / Re: Looking for light
« on: December 20, 2007, 03:39:19 am »
Have you explored the Sun Temple?

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Gameplay / Re: Two suggestions
« on: December 20, 2007, 03:38:17 am »
The initial Li 'encounter' could probably be helped by just making the camera lock onto him the moment you see him 'outside', and script him to swim to his cave without having to chase him.  Leave the camera locked onto him until he enters his cave, and it should be obvious to most players to go in after him.

That would be an elegant solution, I think, and presumably one that could be applied fairly simply.

The map could be improved simply by having a particular area be highlighted as if you were there when clicked on. That would go a long way towards alleviating moments of tedium and could also presumably be added more simply than a notes feature or additional icons.

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Gameplay / Re: Two suggestions
« on: December 19, 2007, 07:38:46 pm »
SPOILERS follow.

I think criticisms of Li as a character are valid (although since I'd discovered the Sun Temple memory long before I found Li I understood the connection and the encounter didn't seem quite so random) but as a gameplay element he is necessary and thus should be unmissable. I think it's clear some people just naturally decided to follow him, but given that he provides zero prompting to do so it's hardly surprising many of us missed him. I think since we can presume one thing he was looking for was Naija herself, maybe he could provide the prompting for you to follow him in his animation, maybe having Naija sigh as she does when she's impressed by something when she first spots him. That would give him a bit more character as well, I think. All I know is that as it is right now, his significance is not really obvious at all when you first spot him, and that leads to needless frustration.

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being limited to seeing only the room you're in really dampens the enjoyment level.

I'd posted this in another thread, but as far as the map goes, from the map screen:


I actually figured out those things about the map pretty early on in the game. I think what we're referring to is the fact that you can only see an outline of the rooms you're not in and not the details of what sections of those rooms were actually accessible to you or not. The few icons you can see don't save you from aimless wandering.

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Support / Re: Abyss door cannot be opened with xbox 360 controller
« on: December 19, 2007, 06:23:06 am »
Actually I was able to activate it with a gamepad (accidentally, it seems) by using the spirit form to get partially in the door. Now I see why that solution seemed so odd...

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Gameplay / Re: Two suggestions
« on: December 19, 2007, 06:01:58 am »
I completely agree with the suggestions thus far.  I'm guessing the devs didn't want to put too many save points to avoid having them be abused as recharge stations. I know having a save point do both things (save and recharge) is convenient in terms of design (since you can never save in a hopeless situation), but if the end result is that you place too few of them it kind of defeats the point.

However, the map is a big deal. Whether issues stem from engine limitations or whether it was a conscious design decision I don't know, but being limited to seeing only the room you're in really dampens the enjoyment level. Your suggestions, Lim, are all sound, though I really don't think the leaf marks are necessary. They are optional, after all, and you're just as likely to stumble onto them while navigating new areas as retreading old ones. User added notes or marks on the map would also be a sound addition, but probably not necessary. I just think a lot of frustration would be resolved if you could just navigate the different rooms in the map and see where you've been and where you haven't.  This

SPOILERS follow, just in case.


I too missed Li the first time around, and for exactly the same reason, Terry. That's also a big mishap given how important he was to the game. Considering how chatty Naija was, she sure chooses odd times to keep quiet. It's something that could be fixed quite simply merely by having Naija mention how intrigued she is by him and how pressing it is that you catch up with him. I also think several boss battles could stand to be improved since they can be unnecessarily confusing the way they are now. The final Cathedral boss for example (the one you obtain beast form from): I think I spent an hour on him just avoiding his shots and shooting him in the face simply because the game was giving me (inaccurate) visual feedback that he was receiving damage when in fact he wasn't. Even after I became so frustrated that I decided to clown around and see what happened it took me perhaps thirty additional minutes to figure out I could bind the bloated frog things. The game had simply not trained me for the situation, turning what should have been an entertaining boss battle (because really, it was a pretty clever solution) into tedium.

I'd love to hear the Derek or Alec's take on some of this, particularly since the game has yet to reach its full audience. I'm guessing some of these issues stem from the limited focus testing an indie game can receive. Perhaps us early adopters can serve as expanded focus testers for the X360 and Wii versions?  ;)  While a worthwhile and memorable experience nonetheless, I think Aquaria could be raised a few notches with just a few tweaks here and there. Is the game final as it is, or might we see improvements to the experience beyond bug fixes just yet?

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