Have you ever beaten a point and click game without using a guide at any point? Some of these games make zero sense at times. pic related has some strange puzzles.
Have you ever beaten a point and click game without using a guide at any point...
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i think Days of the Tentacles at some point, i did so much trial & error in the past when it was working on DoS that i succeeded to finish the remastered version when it was out.
i don't think i'd be able to pull that one with other point and click games though
Only modern ones like the Telltale Sam and Max games. I liked Grim Fandango but no. I wouldn't have liked it if I didn't use a guide.
>the whole forest section
I won't even pretend to understand.
day of the tentacle has some strange shit like putting paint on the fence and stuff, it was mostly due to giving items to the other kids which was the most frustrating as you didn't know who needed which item
fun to play though.
>the whole forest section
this. fuck that shit
also this exists.
Using a guide on an adventure game is like using the auto-play feature on a Nintendo game. Why even fucking bother playing at that point if you're going to remove the entire point?
They weren't meant to be beaten completely without guides by most people, they were designed to be "get as far as you can" experiences.
i got stuck in the petrified forest and stopped playing the game
is it worth picking back up, i love the aesthetic and characters but some of the game's puzzles just annoyed the fuck out of me
because most are funny and they are well written games, just most puzzles suck i don't use a guide for the whole game, just when i literally cannot work out what to do,
Most puzzles from 90's adventure games have no logic behind them.
Wasn't there a complete fossil right next to the one you had to recreate? How did people have trouble with that? The game gives you the answer.
yes, telltale shit is mindnumbingly easy. nothing at all like throwing a calculator at an alchemist.
yes that is literally the worst part
the next city bit is fun as hell,
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It's worth playing, even if you give up and use a guide for half of it. The dialogue is worth it.
hi Sup Forums
I used to beat them all the time without a guide. Not because I was smart, it was mainly because I didn't have access to the internet when these were popular.
>nothing at all like throwing a calculator at an alchemist.
fucking love that game
there was, people are idiots.
No. I always have a guide open in the second monitor, regardless of what the game is. I'm not gonna spend more than ten minutes for a puzzle (especially if it's bugged, like the elevator puzzle in Grim Fandango.).
it used to be my favorite point and click. but over time i think it's fallen down to second and the last express has been bumped up to first.
Most of the puzzles in Grim Fandango didn't make sense logically. The best you could do is pick up everything you could find and then try every combination until it worked.
sup
Only thing that prevented me from going trough it on the first time was the beds and the funnel.
lol everyone talking about the forest section
i quit there too didn't even have an internet connection at the time so no guides for me, haven't touched the game since
Has anyone played Thimbleweed Park yet? I thought I read that Ron Gilbert made sure there's no stupidly convoluted puzzle solutions in the game.
anyone here played full throttle?
or reading a boring book to a horse to get his teeth, i prolly tried every item on everything in the past to remember correctly everything till the end
Honestly I think puzzles don't really belong in video games. They've been trying to decades and still can't make them fun.
I had trouble with the race ticket. I had looked up the date on the statue, but it didn't do anything because there was some other puzzle I hadn't solved yet.
Anyway.
Secret of Monkey Island
LeChucks Revenge (but not the difficult mode)
The Curse Monkey Island
Day of the Tentacle
Fate of Atlantis all three routes, except that one puzzle in Crete where you had to set up some construction tripod to find the x that marks the spot. I always set it up geared it towards the exact horn, but nothing happened. I just couldn't figure out that you had to click on that damn thing.
I enjoyed about the first half of this one.
Especially how it made fun of ridiculous puzzles in older games.
And then it started doing just that.
I started hitting so many red herrings, puzzles that were solved with puzzles, and seemingly dead ends because of zero hint what needs to be solved next. Not to mention "here is an obvious puzzle but you can't solve it until three acts later and we aren't going to tell you that" bullshit.
Also the ending and story turn to trash and there are too many loose ends.
That's what they always say
I was ashamed of myself for using guides on Grim Fandango, glad I wasn't the only one.
Great game though.
I haven't much problem with it surprisingly. On the other hand I'd never beat post mortem without a guide.
I wanted to like this game so much but I gave up after I couldn't finish the game because I neglected to write down the scooters plate number and didn't have a save before it.
Fuck that sort of thing.
It seems to be really hard to find the balance in adventure game puzzles between old LucasArts' "bizzaro space logic" and modern games, where the puzzles have been replaced almost exclusively with trading quests.
Yes, "construct a makeshift grappling hook to break into your boss' office so you can change the outgoing message on his answering machine robot so you can get a paper signed" is kind of a bullshit puzzle, but stripping any challenge (here's a free four-armed robot; oh look at that, a door that has four buttons) isn't the answer. Most modern point-and-click games have replaced the challenges and puzzles with doors that need esoteric keys; and that's not why people play these games. There's no satisfaction to be gained from unlocking a door with a key.
Puzzles are very much not the point of most adventure games.
I love the Longest Journey series a lot, but I had a guide in a separate tab at all times to use without shame.
Tim Schafer said the same thing when he made Broken Age, and look how awful that turned out anyway.
remaster just came out so i guess a lot more people will be soon
damn fine game, although it was kinda shat upon at the time
Yeah, half the time it was a matter of going back to every character I could interact with and hoping for the best.
Still enjoyed it though.
They always say that, but supposedly its good. Haven't heard anything negative towards it.
I loved the original but I've made 3 attempts to get through Dreamfall and I just cannot get into it. It feels clunky as fuck, and it just doesn't have any charm to it like the first one did.
too autistic to play chapters without finishing it though
Early adventure games were designed with the expectation that players would be unable to solve them and would use help lines or tips/tricks in magazines.
>try out Broken Age
>can't be that bad, right?
>can't skip lines of text
>skipping any text skips the entire fucking dialogue exchange
Fucking hate that shit. I dont want to wait for the slow-ass voice acting to catch up to my reading.
hey Sup Forums, if this is 5...
All the time. The Dig is still the hardest I've beaten without one.
I generally try to avoid looking at guides unless I've been stuck for days. It feels like defeating the point sinces there's no gameplay to most of these games. If you're playing it with a guide all the way through you might as well just watch a playthrough online and you'll get the same experience
I didn't think Broken Age was genuinely bad, the second half was just really meh.
...what is this?
I've played a shitton of them, and have beaten almost all of them without a guide. The one exception is the first Runaway by Pendulo. If I look in a fucking box, and the protagonist says "There's nothing else in here," I'm not going to check back ten minutes later to look for another thing. Fuck you, Pendulo.
Fuuuck
I forgot the logic behind this
Some games like Zelda 2 were designed to force you to use a tip guide in order to beat some parts.
It's 2.
I do like the puzzles aren't just "lock door, find key in stupid place, use it on door"
They connect to the characters, always add some sort of characterization to the world, makes everything feel much more organic.
Correct
The next winning number will be 19 black.
Only pick related and only after a lot of trial and error
>"here is an obvious puzzle but you can't solve it until three acts later and we aren't going to tell you that"
Yeah, this was my biggest complaint. I must have spent 2 hours trying to get tickets to the con before that was even possible, because I was trying to contact the lawyer. It was very frustrating to find out I was wasting my time trying to solve something that was impossible
>Also the ending and story turn to trash and there are too many loose ends.
Ending was a gigantic cop out. So much so I regret buying it
The combat and stealth sections in Dreamfall were pretty terrible, but I have a really soft spot for the story and Zoe as a protagonist.
Chapters was definitely more hit and miss, and felt like they rushed trying to cover everything in the end, but at least it finally brought a little closure. Kind of, sort of.
but then, what is THIS?
ty shady voice from behind a locked alley door.
Which is unfortanate since the second part actually connects the characters unlike the first part which are completetly separate.
Also the fact that the whole "MC 1 has answer for puzzle in MC2" isn't explained in any way. Instead of connecting it in some way it's just "it's a game, get over it"
When you looked at the other fossil it showed you a different angle than the one you have to put together. So it was hard to tell which bones were which.
The Neverhood and Toonstruck come to mind as clean playthroughs. I recall being stuck on Grim Fandango. Broken Sword 2 too.
to be fair, that's how the game was designed
It was bad. The story made no sense, and the puzzles are from the newer school of adventure game design, where you're given an object that has a very specific and obvious purpose. The four-armed robot you're given in the beginning is the most egregious example I can think of for what I mean. That's not a fucking puzzle in the same way that Resident Evil's "the diamond key goes in the diamond door" is also not a puzzle.
It also broke the cardinal rule of breaking the fourth wall unintentionally and without consistency. At one point towards the end, there's an answer to a question you can only get by switching characters and inspecting an item as the other person; but this isn't built into the game world by having the player be a part of it, and it's not explained as the two characters having any sort of psychic link. It's just a breakdown of the game world's internal logic.
Ended up enjoying Fran Bow a lot more than I thought I would.
Mainly because it goes from a standard nightmarish hospital setting to a psychological battle with suicidal guilt and cosmic horrors in Narnia as things go on.
literally the JUST of point and clicks
4-13-15-20-24
I read that as teenage ant
The Casablanca section was easily the best part of the game for me, because it's all about going from interacting with one weird/interesting character to another.
Most adventure games consisted of "use every item in your inventory on said hotspot until it works".
Speaking of which, I really enjoyed the last leisure suit larry before it went to shit.
The only thing stopping me from replaying it is that goddamn strippers dice game.
*performs standup*
*snap* *snap* *snap*
Just finished it. For the most part it's true, but there's some far fetched stuff in there. Maybe not if you play the casual version(version without the harder puzzles in it), but who would play that?
Another thing I disliked about it was that it didn't really make sense that all 5 controllable characters cooperated with each other and they all knew what the others had learned and stuff. Kinda makes sense gameplay wise, but it breaks the immersion.
Very solid game though, not perfect but pretty good.
D4 was basically an explorative point-and-click game with action segments.
Damn I want season 2.
...
The answer is always the amount of fingers he shows you at first.
Everything else doesn't matter.
In the old adventure games you had to type commands so you didn't know what the hotspots are.
I recommend this game called Obsidian if you like surreal shit.
I feel for you
Well, not that old. I did play all the Space Quest games though.
Ahh right
Usually I can figure out puzzles I'm stuck on if I take a break from the game for a day. But no wonder adventure games died out, that's probably not a reasonable strategy for most people.
and you had to type them in a certain way, which was worse
also space quest
You nearly always had a look command though which would tell you what objects where important
And it was horrible.
FUCK
>lands down at the bottom of the river
what the fuck
I think back then they tried to make money by making the game hard as fuck and then making guides for it.
Finished Paradigm without a guide, but it's pretty easy.
Don't you love adventure games that put you in unwinnable situations if you use the wrong item early in the game?
Fuck you Legend of Kyrandia, and fuck your stupid fire berry maze too.
Anyhow, recently I played Memoria, kinda liked it.
I'm really bad at adventure games and I was expecting to get stuck on everything, but I somehow managed to beat this without using one.
It's funny how inconsistent my opinion on modern Telltale is.
It's like every other game/episode they can go from genuinely great, to completely forgettable.
Older games also didn't give two shits about letting you render the game unwinnable.
>Yeah, sure use that item you'll need a couple of hours from now. I'm not going to tell you. Good luck finishing the game, though.
Really? You beat Myst without any help? Damn.
this one was pretty good
>take literally the least funny and embarrassing game series in recent years
>add tim schafer tier hilarious writing.
>make scooter actually likeable
wtf how do they do it
Worse. They made their money back through phone hint lines, which were often times more expensive than sex chat lines.
It's funny how the internet changed the accessibility and perception of games in later years.
It's nice that you know that you're not missing anything, but I sort of miss when it seemed like there were always more impossible secrets to be found before games were completely dissected a few days after release.
My opinion on Telltale is very consistent. They used to make decent but unremarkable adventure games, and now ever since The Walking Dead, all they make are glorified VNs.
started to play syberia and thought it will be the first adventure ill pass without guide. i was fucking wrong. cocktail mixing puzzle was fucked up
altho awesome game
nice one
I remember back in primary school when my class were around 8-9 our teacher made us play this game as a class and use the game to help us with our writing skills and descriptive writing.
the class got stuck after the second fucking puzzle
I want to go back bros
still need to get around to playing these two.