Get lost, hater!Can it, fanboi.
I solved most puzzles on my own with an a-ha! revelation and a deep sense of satisfaction; the two times I consulted a walkthrough, it turns out I was this close.
Puzzles in particular aren’t a high point in the first half, but are largely forgettable. The later ones are markedly worse. Far too many mistake time-wasting for difficulty, with endless traipsing back and forth, dealing with needlessly obstructive characters or mechanics (particularly in the final puzzle, which is tooth-grinding in its over-deliberate fussiness), and developing an obsession with rewiring robots through the most tedious trial and error.
Fuck - Stasis doesn't even have hot spot highlighting. These reviewers are gonna suffer!
Fuck - Stasis doesn't even have hot spot highlighting. These reviewers are gonna suffer!
Fuck - Stasis doesn't even have hot spot highlighting. These reviewers are gonna suffer!
As will your sales!
The main complaint with Broken Age is that some of the puzzle solutions feel a little too obtuse. There was more than one solution where I not only wondered how the average person would come up with it, but even wondered how it even made sense. Not only did some of those solutions come out of the blue, but some of them even felt arbitrary. The puzzles on Vella's side of the story are particularly tough and require some precision timing, as well as some brain work. Shay's puzzles, on the other hand, require some heavy memorization at points. It wouldn't be so much of an issue, but the game offers few hints on how to proceed, which had me running around in circles for quite a while.
With more focus placed on memorization and obtuse solutions, it felt like Broken Age emphasized its inventory innovations a little less. I didn't feel there were as many chances to mix inventory items together to craft new concoctions. The narrative didn't suffer for this, however, so it's ultimately a minor transgression that can be looked past.
AdventureGamers gives 4.5/5, praising the puzzles in particular:
That basically describes the entire site, doesn't it? One of their staff once contacted me because I had given a half-star user rating to a Telltale "game" and they asked me if I had, by chance, misclicked. There was nothing wrong with a low user rating, no, but it seemed likely that I had made a mistake since the game was so widely acclaimed.
What happened to the "Act 2 is twice the length of Act 1"?
I can’t do the %#$@&! wire sequence with Shay, I am looking at the picture, I have even looked at how ign did it, and it doesn’t %#$@&! work. How the %#$@&! do you do this %#$@&! thing?
Alright I’ve done it but it took almost a full hour. Shame on you Double Fine
Lolno.I command you!
They sell games that no other distributor would even touch, so there's no problems with that.They even have their own store. Seriously, WTF?!
You just think too much into this. Tim didn't want to simulate complexity by adding pH. It could have been Volt or Ohm, or Pounds or anything, it just added a term to the puzzle.
Yeah, guys! Nobody wants to associate adventure games with thinking!
ACT 2 is outright unfair, an unstructured, dreadfull mess
Started with Shay. Got dumped in a “you need 5 puzzle strands solved to proceed” setup. Is that good game design?
I started to wander around, and had 12+ game screens instantly open up to me - with no direct puzzle clues what soever. Slowly deduced some of them, then found that they were layered, preventing me to proceed with others, until some gamedesigner would find it fitting to spring an object. Solved one puzzle, then got hit over the head by a hint, that the other one I had leads to would only be solveable with knowledge from the second part, I hadnt even started yet.
So I started Vella, where the puzzles are actually structured in some kind of puzzle rooms, where easily solveable, allthough the plot went haywire, but ok… And then suddenly stuck. Because I had found the solution to one puzzle in the kitchen so fast, that I skipped the “training effect” of what else is possible in the kitchen area. If you do - you are effed, because at this point you have about ten screens, five additional ones in xxx, and in one of them in the xxx environment, 5x2 different world states. This is not gamedesign, this is needle in a haystack structuring. Found what I was missing, with minimal spoilers on the net (xxx). Also, this puzzle layered the solution to one of the other (major) puzzles in (spawned an item) - so again, the gamedesigners are forcing you to abandon one clue string, just out of spite.
Then suddenly, hardstop - you can only continue, if you have found some xxx with Shay. Up until know have gotten no clue on how to solve Shays hard limit puzzle and hit the next hard limit with Vella.
This is the worst game design I probably have ever seen in an adventure. If you are thinking, that the majority of people willcontinue through this mess of a design structure, you are more than mistaken. Also, none of the puzzles so far were what you’d call “intelligent” or fun. So, to add insult to injury…
If you hadnt sent walkthroughs to reviewers, they probably would have seen the structure that is in place for what it is. A bad, bad joke.
http://www.doublefine.com/forums/viewthread/16907/
Retards can't play an adventure game more complex than...well ... Act 1 of Broken Age. How shocking.The knives are coming out on the double fine boards:
ACT 2 is outright unfair, an unstructured, dreadfull mess
Started with Shay. Got dumped in a “you need 5 puzzle strands solved to proceed” setup. Is that good game design?
I started to wander around, and had 12+ game screens instantly open up to me - with no direct puzzle clues what soever. Slowly deduced some of them, then found that they were layered, preventing me to proceed with others, until some gamedesigner would find it fitting to spring an object. Solved one puzzle, then got hit over the head by a hint, that the other one I had leads to would only be solveable with knowledge from the second part, I hadnt even started yet.
So I started Vella, where the puzzles are actually structured in some kind of puzzle rooms, where easily solveable, allthough the plot went haywire, but ok… And then suddenly stuck. Because I had found the solution to one puzzle in the kitchen so fast, that I skipped the “training effect” of what else is possible in the kitchen area. If you do - you are effed, because at this point you have about ten screens, five additional ones in xxx, and in one of them in the xxx environment, 5x2 different world states. This is not gamedesign, this is needle in a haystack structuring. Found what I was missing, with minimal spoilers on the net (xxx). Also, this puzzle layered the solution to one of the other (major) puzzles in (spawned an item) - so again, the gamedesigners are forcing you to abandon one clue string, just out of spite.
Then suddenly, hardstop - you can only continue, if you have found some xxx with Shay. Up until know have gotten no clue on how to solve Shays hard limit puzzle and hit the next hard limit with Vella.
This is the worst game design I probably have ever seen in an adventure. If you are thinking, that the majority of people willcontinue through this mess of a design structure, you are more than mistaken. Also, none of the puzzles so far were what you’d call “intelligent” or fun. So, to add insult to injury…
If you hadnt sent walkthroughs to reviewers, they probably would have seen the structure that is in place for what it is. A bad, bad joke.
http://www.doublefine.com/forums/viewthread/16907/
Fuck - Stasis doesn't even have hot spot highlighting. These reviewers are gonna suffer!
As will your sales!
I just get them with the eye candy. I'm expecting refund requests when people realize its not a CRPG.