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Kyle wrote:You didn't like destroyed Estrana or the forest with the flower puzzle or the dungeon in the snowy place (the one with the door switches)? I tought they were some of the best stuff in the game, gameplay wise. And how can you say that you'd expect CAVES filled with blood lyn under a city? The mine where you meet Dirk, yes, but the caves were just fillers as well you know.
fwacho wrote:The flower based maze is actually incredibly simple once you figure out the tell. even i stumbled aound in it for awhile until I remembered the clue. (It's so simple It makes you want to slap your forehead)...
The dream Estrana was fine, although I wouldn't really consider it a dungeon; there were, after all, no enemy encounters. The forest and the dungeon in the mountains were among my least favorites in the whole game, in large part because the challenges they offered made almost no sense. How is that flower-based maze supposed to work? You go too far one direction and suddenly you're back somewhere else, and you can't backtrack. I didn't like mazes like that when they appeared in Zork, and I still don't. And why would anybody design a base with a system of doors like the one in that dungeon? It must make getting around really convenient.
The dungeons in Episode 4 didn't feel to me like filler at all. (And if I had to pick the one that seemed most like padding, I'd choose the mines.) So kindly don't project your own beliefs onto me.
Kyle wrote:[First of all, I can't believe you don't remember DESTROYED ESTRANA, Estrana in ruin, Estrana AFTER invasion from the pits! The dungeon at the very start of Episode 5? The one with the grenade like enemies? The one where you save Kloe from the burning house? Not DREAM ESTRANA (which was cool in its own terms, but indeed not a dungeon).
Kyle wrote:Second, why would anyone put a laboratory at the end of a long cave with a bridge that needs triggering and switches that need to pulled in the right order to open up a door? Makes just as little sense as most other dungeons. Again, it's a GAME, it's supposed to be fun and have puzzles.
Kyle wrote:Suppose your mission is to kidnap a princess. You know where the princess' chamber is in the castle, so you could just walk over to that place and get it done with in less than 30 seconds. But that wouldn't be fun, would it? The door would be locked or the stairs would be slippery so you'd have to do some stuff, maybe in the basement, solve some puzzles to get anti-slippery shoes with which you can get on the stairs and track down the key through some other puzzles on the next floor of the castle. For me, THAT'S what a game is.
Kyle wrote:I suppose you don't like the idea of Traziun coming back into the party either? I mean, why would you need Rhue or other members if you have uber-traziun? He might be back, but probably toned down a bit.
Kyle wrote:Rhue's sword protects him, so I guess game overs should be impossible, right? I mean, why doesn't his sword protect him then?
Kyle wrote:These are all things a game should have. So, unless you're used to playing 3D SWAT versus Terrorist shooters I don't see how you can object to illogical dungeon design.
The flower maze was essentially built to get lost in. You get to a new part, but it looks just the same as where you've been before. That's why... It's a MAZE!
Kyle wrote:And by the way, when did I project my believes onto you? I was just stating my own opinion.
Kyle previously wrote:...but the caves were just fillers as well you know.
EmperorJeramyu wrote:Interesting how videogames don't make sense.
fwacho wrote:Keep in mind about teh FLower MAZE
1. The choices only represent path junctions... Rhue is wlkaing around in a forest and his snese of North and South has liekly been lost so what your not seeing a ton of boring loooking paths that take up memory (which lun does try to spare)
fwacho wrote:2. The above idea can make teh flower puzzle much more logical.
EmperorJeramyu wrote:Last time I checked, the only thing that really needs to make sense in an RPG is the plotline.
EmperorJeramyu wrote:I mean, come on, who actually would let their enemy take a 'turn' in combat?
DSOK wrote:EmperorJeramyu wrote:Last time I checked, the only thing that really needs to make sense in an RPG is the plotline.
Since when are the puzzles not part of the plot?
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