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  #30  
01-25-2016, 06:16 PM
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kjjcarpenter
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: Apr 2005
: Sydney, Australia
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I pretty much agree with everything Manco said.

The motion sensor argument, however, is an interesting one. The sensor rays from the original were obviously changed to the track sensors for reasons of depth in a three-dimensional environment. Fair enough, but I agree, it's a lazy amendment, one that turns the sensor puzzles into a speed hump we can just drive over, as opposed to a stop sign we have to sneak our way through.

I distinctly remember Gilray talking about redesigning certain puzzle features due to the nature of the new engine. Honestly, I was expecting something a little deeper than track sensors, but it's nothing I can't live with. A lazy solution, yes, but a solution nonetheless.

It's the sligs I have a real issue with. Gilray went on and on about how they had to have a post-modern approach to solve all of these issues that arose by bringing the game forward, and he specifically mentioned the nature of sleeping sligs a handful of times. As we know, in the original, if you woke a slig up, he stayed awake until you left the screen, so I was eagerly awaiting to see how New 'n' Tasty handled this issue, because you couldn't simply slip out of the screen and come back in anymore. I was expecting the puzzles to be dramatically altered, to the point where if you wake up a slig, it could completely change how you would proceed. Honestly, it was exciting to have the possibility of multiple gameplay approaches.

And then JAW just decided to have the sligs fall back asleep after five seconds. Yep. Really wracked their brains over that one, didn't they? I don't know whether this was due to a lack of development time, or engine difficulties, but early on it certainly sounded like they had some grand plans for the sligs, other than a sleep timer.

It's still a great game. Flawed, but great.
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fuck that abe thing put almight rasen to main character!!

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