Kongamato
06-29-2006, 01:19
I was going to put this little tantrum in the game suggestions thread, but it got too big and I decided to make a thread of it. Both of these games were fun, but they had glaring problems that I want to discuss. It seems like I'm the only one who didn't like certain parts of these games. My opinion is that they were good, but they could have been great.
Bloodlines was great overall, but committed several unforgivable errors. The game could have been even more immersive than it was, but the team had to go out and make an inside joke every chance they had. The game became a festival of homages, parody, bone-throwing, and political jabs. Every imitation object in the game had some silly joke to it, like "Coke" being "C**k", and so on. Every mission was interesting, mysterious, immersive, and in somebody's oversized basement(but I didn't mind that). However, when that was over with, I go back to a joke-world that might as well be from a Simpsons episode. If the environment of the game was as serious and as immersive as the main plot, it would have been a little better for me. I felt that perhaps Troika knew this would be their last game and decided to do some serious screwing around.
And last but not least, MEN DON'T WALK THAT WAY!
Indigo Prophecy started out great. Again, it had an immersive plot, but it began to unravel. I read the manual as usual, and David Cage talks about how he wants to convey a fuller story with more emotional content. However, in the end, it felt empty.
Like Bloodlines, I felt that the main plot, Lucas' story, was indeed good, suspenseful, and addictive. However, it intersected with the rest of the characters near the end, who I didn't think were realistic enough. Tyler was a token basketball-playing, funky-walking, wise-cracking african-american, and did he have any important impact on the story when the characters' paths intersected? Carla did play a major part, but I felt in the end the romance angle was so forced and unnatural, it made her seem like she was just there to screw Lucas and walk around in her underwear. T+A is another thing I've never cared for in games, but that's just me.
I'd like to see features from IP in other games. Dialog choices allowed for control over the character, but also allowed the character to have a voice and an identity. Bloodlines and the KOTOR games desperately needed this. It was almost hilarious to see people following and delivering praise to my stone-faced, mute characters for their wisdom and skills. These characters could have used the kind of control system that Lucas had.
A lot of people here have played these games. Did any of you have the issues that I did? I've become a pretty finicky gamer, so I wonder if I'm just being spoiled and whiny. Your opinions?
Bloodlines was great overall, but committed several unforgivable errors. The game could have been even more immersive than it was, but the team had to go out and make an inside joke every chance they had. The game became a festival of homages, parody, bone-throwing, and political jabs. Every imitation object in the game had some silly joke to it, like "Coke" being "C**k", and so on. Every mission was interesting, mysterious, immersive, and in somebody's oversized basement(but I didn't mind that). However, when that was over with, I go back to a joke-world that might as well be from a Simpsons episode. If the environment of the game was as serious and as immersive as the main plot, it would have been a little better for me. I felt that perhaps Troika knew this would be their last game and decided to do some serious screwing around.
And last but not least, MEN DON'T WALK THAT WAY!
Indigo Prophecy started out great. Again, it had an immersive plot, but it began to unravel. I read the manual as usual, and David Cage talks about how he wants to convey a fuller story with more emotional content. However, in the end, it felt empty.
Like Bloodlines, I felt that the main plot, Lucas' story, was indeed good, suspenseful, and addictive. However, it intersected with the rest of the characters near the end, who I didn't think were realistic enough. Tyler was a token basketball-playing, funky-walking, wise-cracking african-american, and did he have any important impact on the story when the characters' paths intersected? Carla did play a major part, but I felt in the end the romance angle was so forced and unnatural, it made her seem like she was just there to screw Lucas and walk around in her underwear. T+A is another thing I've never cared for in games, but that's just me.
I'd like to see features from IP in other games. Dialog choices allowed for control over the character, but also allowed the character to have a voice and an identity. Bloodlines and the KOTOR games desperately needed this. It was almost hilarious to see people following and delivering praise to my stone-faced, mute characters for their wisdom and skills. These characters could have used the kind of control system that Lucas had.
A lot of people here have played these games. Did any of you have the issues that I did? I've become a pretty finicky gamer, so I wonder if I'm just being spoiled and whiny. Your opinions?