Always surprised to see people spending countless hours making those otherwise pretty nice logic games ruining them with basic coherence or credibility mistake... Cardbox, trapped... Hey ! Let's put a knife at the start of the game ! Same with the first two ep. whose story doesn't make any sense from a narratological point of view... Work with people who know how to write a script, guys. It's a real job ))
Banana, do you realize that it's not because you don't see everything in a game, movie, picture or a play that they're not there... Ofc there are doors, the developer just chose not to show them cos they have no utility and the people (well 99,99% of them) understand you just don't go through the walls.
My bad. Just realized I found it but it was probably lower in the list, just not directly visible... Which makes more sense, right... ? Those are only programs after all...
Lol bug for me... I'm looking for a hook for like an hour before finally going to the walkthrough only to realize that, where it was supposed to be, it was the plan for me (that I easily found before)... I'm starting over and this time, it's the hook... oO
And I agree. The riot parts are totally outta place in a reflexion game and are killing the "philosophical" atmosphere the game wants to create... If I wanna play an arcade game... I'm playing an arcade game.
Don't wanna be too harsh but you gotta wonder if some guys get their whole education through gaming... Put a creepy, "mysterious" music mixed with conspiracy theories and old multiverse theories (exploited to death but that some seem to discover) on a succession of random classic and graphically very rudimentary puzzles (are those from the 80's ?) and BAM ! OMG ! People can't sleep and change their way to see the world... M'kay... There's a life outside of gaming, guys...
Unfortunately, third ep. finishing to ruin an artistically original and promising concept with random, basic and easy puzzles not making much sense and having nothing to do with the story... Shame but a good example of why script-writer and developer are two different works... Or maybe just a way, combined with short ep. (could have... should have been one single game) to get more gameplays... Nah, I'm to cynical...
Same as ep.1... Basic, easy random "Disney magazine" puzzles having nothing to do with the story ruining artistic originality and atmosphere of the game... Shame.
Put cannon ball in and powder in, lit the torch... "cannonball is missing"... Click on cannonballs... "Cannonball already in"... Guess I'll never escape...
eclipse10711 Juin 2011 : Hmm, I appear to have fallen into a Sewer. Instead of waiting at the Manhole I fell into which doesn't have a Ladder going up for some reason and screaming for help. I will do things difficultly and navigate my way through this Sewer because there is a Map nearby... end of thread tbh ))
To add to the many flaws : Fed the aligator who goes away, click on the danger box, leave then come back later to see if I forgot something, click on the "danger" box again, with no alligator in the room : "The alligator is a bit too close"...
Just like in Being One, shame author didn't focus on developing and exploring good original atmosphere and original identity of a promising ep.1... Don't know if it was supposed to be a prequel all along but the narrative and emotional switch from a "huit-clos" serial killer story to... good ol' aliens still making their experiences is a real letdown considering the quality of ep.1. Specially if you consider that : So, aliens gave a super-mega important person for them to keep her in his cell and for experiences to... a mega dangerous, crazy psychopath burning and torturing women, just asking him (politely I guess) not to kill her... M'kay. And so... this old human cell, rooms, stone walls, lockers, old human piping and boiler in ep. 1 are... in the alien ship, just a few floors under... M'kay.
This series : nice job on graphics, atmosphere and original concept but too confuse and basic script costing the game a lot of interest and credibility. Author should have focused on original idea and mystery, psychology and quest for identity of the main character. Specially in a genre where those kind of stories have been done one million times already. Aliens, vampires, werewolwes, giant spiders, mad scientists, zombies, conspiracy, sects, countless verbous and too explicit diaries make the story too "heavy" and non credible. You gotta find on one main, simple lign of script and let your audience imagination work, as a script-writer, concentrating on atmopshere and your identity. Specially in sci-fi where the possibilities are pretty much illimited and you're tempted to bring more narrative elements just because you can...
If you put aside the discomfort (that was making me quit anyway) you start to feel reading the PC docs detailing the killer pleasure (imagining the people feeling some kind of empathy with him or some kind of pleasure themselves reading them (you know there are) and thinking about people actually living that kind of sh*it (and you're playing a game about it)... then I can only state the obvious in saying the messy PC part is totally ruining this game on so many ways... Too many counter-intuitive, out of place and atmosphere, non logical or credible elements you're supposed to kinda GUESS, which you should never have to in an escape game...
Good effort on the scenario but way too easy and directive considering there are basically no (or very basic) enigmas once you quickly find the items) and just have to follow the instructions... War room being the best example : Easily find the note, just type the code that then gives you the 3 station names, check them on the map, get the fragment... Total time in the room :1 min... Total reflexion time : 0. Same for blue room... Position in the alphabet is already a classic to find letter made codes, so if you also precise a=1, b=2... there's nothing to find anymore, except for the basic short anagrams... Meaning a moderatly experienced player will complete the game it in less than 15 min. There are games without real enigmas and where justentering and following a story and universe is the main interest but if you wanna include enigmas, make real ones or it will just kill the credibility of and "class" of the game.
Nice game with potential but way too short and ruined by the end. Not in itself, but it doesn't fit the atmosphere the game created... Like saying, OK fu*k that game I spent time creating and you spent time playing and getting into... Let's make a goofy, brutal ending...