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My Runaway review.


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GinnyW wrote:

 

Douglas: I somewhat agree with your priorities, but there are some more things I take into consideration:

 

Story & characters: 30%

Dialogs: 20%

Puzzles & interactivity: 20%

Graphics: 12%

Music & sound & voice acting: 8%

Interface: 8%

Value: 2%

 

I kind of agree with you, but it seems your scale is geared towards older games. With games made in the last 5 to 6 years, I would combine Dialogs and Voice Acting. I really doubt you would see an adventure game without spoken dialogue anymore (Dark Fall was made by 1 guy on his spare time for next to nothing and even it had spoken dialogue :) ) I would consider voice acting just as important as dialogue. Because if the company has spent a good deal of effort on professional voice actors, the dialogue tends to get "fixed" as they go through the recording process. Best example of this is Grim Fandango. I remember an interview in a magazine right before it released about the voice overs. Tim Schaefer was talking about how his dialogue was changed somewhat by the voice actors. The reviewer asked if he approved of that. His response was basically, "these guys are professionals who are making the characters their own. As long as it doesnt change the meaning of the story or puzzle, Im all for it." And when it comes to older games without voice acting, I tend to dramatize them myself :D While Im reading the dialogue (and in character too haha) I will fix anything that sounds wrong. It adds another layer to immersion, just don't let your spouse or girlfriend hear you doing Sophia Hapsgood... they remember that crap forever and will mock you :D

But overall, I do agree that Story and Puzzles are what makes a great adventure game. As long as the presentation is decent enough to immerse you, it doesnt have to be using the "source engine" or Doom 3 engine to be a great game.

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ragou: Manny doesn't take it out of his pocket, he moves the items inside his jacket. There was also a possibilty to use numbers, representing the items you had. Sure, it's important to be able to quickly take out an item in action games and such, but a pure adventure like Grim doesn't really require that.

 

But, that's your opinion about the game, and I respect it. :)

 

I'm curious though: How do you think the Grim interface could be improved? Is there some way in particular that you think it could be better?

 

On the subect of pockets, what do you think is more real, taking out each item one by one, or taking out a "grid" with all the items on it?

Personally, when I want something from my pocket, I put my hand in, and feel what I need. But since games don't have touch implemented, looking inside the jacket/pocket is as close as it gets. IMO.

 

Douglas: I agree, voice acting is very important in games, because if it is well performed, it really adds to the characters, and is great for making the dilogs sound more interesting, or be read with a certain tone for example. :)

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Originally posted by GinnyW

ragou: Manny doesn't take it out of his pocket, he moves the items inside his jacket. There was also a possibilty to use numbers, representing the items you had. Sure, it's important to be able to quickly take out an item in action games and such, but a pure adventure like Grim doesn't really require that.

All games require a smooth interface. If it is a pain in the ass to do the things you want to do (and is required to do) in the game, you will very soon be too frustrated to play the game. And frustration isn't what AG:s are about.

But, that's your opinion about the game, and I respect it. :)

 

I'm curious though: How do you think the Grim interface could be improved? Is there some way in particular that you think it could be better?

In some way seeing what you have in your pocket (something they did with EMI). An easier way of getting around in your pocket (was also better in EMI) and little bit more intelligent way of getting around (it isn't the keyboard going around that is the problem, but that Manny takes sudden turns now and then that is irritating).

On the subect of pockets, what do you think is more real, taking out each item one by one, or taking out a "grid" with all the items on it?

Personally, when I want something from my pocket, I put my hand in, and feel what I need. But since games don't have touch implemented, looking inside the jacket/pocket is as close as it gets. IMO.

The grid with items is rather more a projection in the main characters mind on what he has got. It gets rather like you think about what you have in your pocket, then decides what you want to get from the pocket and picks it up.
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