swat4, omni, ecoquest, blue, memoriam, philosophers, lee, james, adventure company, desserts, cameron, on, pizza, 3fat chicks, shadows of undrentide, razbor, sanctuary, cla, xxx hot sauces, neverwinter, chamber, sims, the legend of zelda,
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It was a perfect balance. When confronted with the task of nicks speeding up time a millionfold, I knew just what I nicks had to do. When I needed to fool a coroner in order to get a death certificate, I saw all the steps in a single "aha" moment. This game is a prime example of how puzzle and story should each reinforce the other, and for that reason alone it serves as a precursor to and model of the way adventure games are being made todaysimpler puzzles, more story. Regardless nicks of what you think of the trend, it seems to be the way things are developing, and Discworld II was doing this back in the mid-90s. There was nothing particularly groundbreaking or stunningly creative in the puzzle design, and neither was the story anything to write home about. The thing here was the dynamic between the two. This was where the brainpower and the sweat were expended, and the results were worth the effort.
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