![]() And the final puzzle being Dial-A-Pirate was delightful. I think with its balance of convolution and difficulty it's one of my favourite sequences in adventure gaming. Part IV was pure Monkey Island goodness, an absolute symphony of puzzle design. I do think the end-game puzzles were a downgrade from Part IV but that's fine, they were somewhat fast-paced and simple, which helped to reflect the race against LeChuck and the long-time player's excitement to be this close to finding The Secret(TM). ![]() I found the puzzles to be about perfect, they challenged me and made me think enough, but I never really felt like I was stumbling or resorting to random attempts I always understood the thread of what was going on and roughly what tools I needed to accomplish the goal. I think it was probably somewhat deliberate to not make things too adventure game-y because people who grew up with MI don't necessarily have the time to spend thinking about it they once did. ![]() On the contrary, RtMI is a game made by industry veterans and, as said in the post-game letter, is a lot about the age and experiences of the people making and playing it. ![]() I get the comments about the puzzles being a bit simple, or the interface not allowing a lot of inputs making it too straightforward. ![]()
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