rise, gamer, baldur's, harbinger, gina, survival, liza, gamble guides, clark, sanctuary, doom 3, boy, sara, sacrifice, 2000, mode,
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One glaring flaw that is now infesting action games, which has been a consistent problem in adventure games for ages, is how to integrate puzzles into a game without having that tacked-on feeling. There is at least one such puzzle solution in JK2, and I will confess that I enjoyed figuring it out. However, once I was past it, I realized how inane it was, nothing more than a time-filler, and quite out of place in the game world. Borrowing aspects solution from adventure games was long overdue for action games, and the incorporation of cohesive solution plots and germane puzzles is a welcome addition, but I hope that's as far as it goes. If action games ever start using slider-tile puzzles as door locks, someone please give me a gun, as I'd feel the need to end it all. Another gripe, one hundred saves is the maximum without doing some file manipulation. Ten would probably be enough for the intrepid shoot-it-if-it-moves types, but for mere mortals that often-seen zero to ninety-nine flaw has to be fixed.
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