Boleskine
Arcane
- Joined
- Sep 12, 2013
- Messages
- 4,045
I enjoyed the game overall while recognizing that it was on the easier side and had limited interactivity. In the interest of trying to find common ground I thought to share this review which is more reasonable in conveying the game's flaws while recognizing it's virtues and potential.
And I think that's the issue right there - people who expected a return to the likes of DoTT are more disappointed, whereas people who were more interested to see what Tim would do have been pleased. It was clear to me during the documentary series that much of the budget was focused on artwork and visual design, so I wasn't expecting too much complexity in the puzzles.
And here's the thing - I doubt there will be a significant increase in difficulty in Act 2, so again I think it's important to keep expectations reasonable in that regard. It's wishful thinking.
Broken Age is missing one key aspect: depth. And it's missing it in so many places.
There's a sparseness to Broken Age. The game is beautiful, but it's a passive beauty. Frames are crammed with visual detail, but 95% of it is static background. A frame with five objects to interact with—even if “interact” just means “Shay or Vella provides commentary”—is a crowded frame in Broken Age. Too many areas have a single object.
On the one hand, simplicity is good. One of the reasons point-and-click adventure games “died” to begin with was the absurd, opaque logic behind most of the puzzles. “How would I ever figure that out?” was a common refrain with those 90s LucasArts games.
There's a balance, though, and Broken Age feels a bit too much like Shay's “Baby's First Spaceship!” setting. Broken Age wants you to solve puzzles, but the solutions are often so glaringly obvious that there's no satisfaction when you've moved on—no “a-ha!” moment.
But what is offered...if you're coming to Broken Age because you want a challenging, wacky adventure game in the vein of Day of the Tentacle, you're going to be disappointed.
Personally, the story on offer was enough to keep me engaged even as I churned through the puzzles, but if you're coming to Tim Schafer's table hoping for a classic LucasArts adventure...well, just don't. Don't come to the game expecting that.
And I think that's the issue right there - people who expected a return to the likes of DoTT are more disappointed, whereas people who were more interested to see what Tim would do have been pleased. It was clear to me during the documentary series that much of the budget was focused on artwork and visual design, so I wasn't expecting too much complexity in the puzzles.
Broken Age gets a lot right—certainly enough that I'd call this Kickstarter story a success—but it's a shallow victory. “More” is the key word, here. I want more depth to the characters, more dialogue for incidental characters, more difficulty for puzzles, more objects to interact with.
Oh, and more story, obviously. After all, half a story is half a story, no matter how beautiful the art.
Broken Age is still full of potential. There's room for the second half (whenever it releases) to plumb the depths of both settings, giving us more characterization for both Shay and Vella and wrapping it all up in a shiny emotional bow. Perhaps that's not feasible on the project's shoestring budget, but I'll hope for the best.
And here's the thing - I doubt there will be a significant increase in difficulty in Act 2, so again I think it's important to keep expectations reasonable in that regard. It's wishful thinking.