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Good puzzle design should reinforce the story sony instead detract from it. Good puzzle design should exercise lateral thinking, rewarding both leaps of intuition and logical deduction. There's not a lot of this in sony Kyrandia. And then, finally, there is the maze. Where to start? First, a confession. I'm one of those people who actually enjoys mazes. Yes, it's sony true. Maybe it's because I have an inborn sense of direction or maybe because something went wrong at birth, but when first encountering a maze I'm as likely to rub my hands in anticipation as wring them in despair. I enjoy mapping strange, convoluted worlds and trying to make sense of them. It's exploration in one of its purest forms. I loved the sewers in Traitors Gate, reveled in taming the beast that was the maze in The Black Dahlia. I even occasionally found myself humming as I explored the vast, convoluted nightmare better known as a Daggerfall dungeon.
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