Indiana Jones and the Fate of Atlantis (indy4_hints_de.7z)
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Made it. Overall, considering team path, liked it. Quite a pace for an adventure game. Constant forward movement. I do wonder why it is listed as "hard puzzles" often. It's very linear, few locations available at each time, few objects. Never really opened up. This made almost everything straightforward, even in less logical moments. In the endgame, use of light, colours and perspective were the highlight for me.
Played through the outer ring of Atlantis. For the first time in this game, I have the feeling there are some actual puzzle chains forming.I like the retro-futuristic technology and art design. Of course, it never gives the impression of this being a city where people actually lived. Too many "workshops". Much too small overall. This, though, is not criticism. They couldn't have done it better realistically.
Made it to Atlantis for the third time. Honestly, underwhelming path overall. The fighting system is exactly like the one in Pirates in theory. In practice, it's no fun. Note on the voicework: Arnold didn't even *sing* "gaudeamus igitur". I liked the very final scene, seeing the submarine approach just as a shadow.
Now tackling the Fists path. So far seems like the least fleshed out. Trottier is useless. On the dig site, Indy finds a secret passage which contains... *nothing*. Going through just triggers the story to go on for no discernable reason.
I enjoyed the team path. Those little touches of interaction with Sophia. The squabbling, as clichéd as it is. The way she waves when seeing her through the measuring device. Or when she has to crawl through the hole to open the door - both clearly uncomfortable with the amount of physical contact. The coded conversation on the submarine. She gets captured too much, yes. Still quite an achievement for the time. Puzzles also seemed better. I maintain this is the "true" path planned first.
Having gotten to the gates of Atlantis, I figured it's best to try the other paths first. Going for "team". I liked the part with Trottier in this one. Yes, asking the player to guess "how many fingers" is stupid. But the idea of quizzing them in statements made in an earlier conversation, seemingly unimportant side details, was good. Plus, there was an alternative solution available.
Every path involves the search for Trottier. The chaotic running around of the same four passers-by is so horrible. The car-chase is however unique, Teams has something entirely different and Fists almost doesn't need Trottier.
As I remember, the book can be in different random places. Though I don't remember it ever being in this office. So, my guess, it's indeed always empty.
For me, the digsite is the best puzzle of the whole game. Also great (and different) in Fists + Teams path.The darkness thing gets repeated one more time btw. But won't tell when.
Based on recommendation of @console , I'm trying the wits path. First approach to find a random guy in Monte Carlo: hang out in front of a random hotel until he shows up. Right. I thought there was a Hollywood screenwriter involved? Next, a repetion of the Monkey Island finding-the-swordmaster puzzle. A camel chase. A car chase. Is this really the "wits" path? But then, how the eyes get used to the dark dig site: pure genious.
yeaaaaaaaaaahhhhh. I have a tough time with this game. I kind of set it down after a lot of poor design stuff. It is one of the biggest adventure games that just never clicked for me for a whole lot of reasons and it really does confound me as to why it is perceived as a classic.
Another thing for the like list: each person has its characteristic animations. Such as Kerner's hand going through his hair. Sophia turning away with her arms folded. Little touches which do wonders.
The Azores aren't very fleshed out no, but I do like the look of it!Combined with all the other locations you get to visit through out the game, I do feel like it's a grand adventure where you get to travel the world, which is cool.
like the world traveling in The Riddle of Master Lu. It really felt like going to a different place. So far in Indy, the Azores may as well have been another district of his home town.
In all fairness, I do think later sections of this game flow better than the opening.There's a lot of good stuff in there that I had forgotten about.And while the back-and-forth might not be great, I do like a game in which you travel to many different locations. To me, that's what an adventure is all about really.
Also, why doesn't Indy report the body to the authorities?? He just loots the dig site and moves on?? Hello, what a maniac?? The guy has a family surely??I can't get over this terrible scene
What I didn't like:* Way too much travelling. People keep saying it's "like a movie". No, it isn't. No movie would have this location hopping, just to have a single dialogue or find one object.* Wonky cause and effect. Suddenly, the guy is frozen, because...?* The percentage of expository dialogue AND puzzles relying on dialogue is much too high.
I played through the opening act of Indiana Jones and the Fate of Atlantis (until finding the Lost Dialogue).
What I liked:
* Playable credits
* The irony of the book having been in Barnett College all along after travelling through half the world
* Really evil nazi antagonists
T-Pow:
Thats a good point I ignored. Maybe because there wherent much female students in my classes. Mr Creosote:
Firing him is not possible. He gets female students to his college (just look at the classrooms where he holds his lectures in the movies) - and that's a political necessity for any college. Obviously, they would lose a lot of public funding if they didn't reach their quota. So on the whole, it's probably better financially to pay for Dr. Jones' travelling escapades. T-Pow:
Originally posted by Wandrell at 14:03 on April 26th, 2009:
He sends the bill back to the university. You see, he is preparing for the next classes.
I would fire somebody who sends me an several hundred dollar bill because he wanted to combine two objects with each other without an reason.
Wandrell:
He sends the bill back to the university. You see, he is preparing for the next classes. T-Pow:
A very good game with only one logic error. Where does all the money come from which the planeflights to the locations cost?
I used the travel option very often to try out what happens when I use an item the "unusual" way and Indy never complained about the costs.
The story was not originally made for this game as it is said in the review, but for an Indiana Jones comic called "The Keys of Atlantis".
At a difference to Sam & Max, which similar because the creator of the comic worked on the game, the original is worse than the game. The game's story is a much improved version of the one of the comic which keeps all the important and interesting points.
Comments (34) [Post comment]
hahaha
Gepostet auf Mastodon
Yup! Plus, the classic Indiana Jones ending: everything would have happened and ended exactly the same way without him.
Gepostet auf Mastodon
It's nice you win a free submarine in the end
Posted on Mastodon
Made it. Overall, considering team path, liked it. Quite a pace for an adventure game. Constant forward movement. I do wonder why it is listed as "hard puzzles" often. It's very linear, few locations available at each time, few objects. Never really opened up. This made almost everything straightforward, even in less logical moments. In the endgame, use of light, colours and perspective were the highlight for me.
Posted on Mastodon
Man, do I wish this raft was faster!
Posted on Mastodon
Played through the outer ring of Atlantis. For the first time in this game, I have the feeling there are some actual puzzle chains forming.I like the retro-futuristic technology and art design. Of course, it never gives the impression of this being a city where people actually lived. Too many "workshops". Much too small overall. This, though, is not criticism. They couldn't have done it better realistically.
Posted on Mastodon
Made it to Atlantis for the third time. Honestly, underwhelming path overall. The fighting system is exactly like the one in Pirates in theory. In practice, it's no fun. Note on the voicework: Arnold didn't even *sing* "gaudeamus igitur". I liked the very final scene, seeing the submarine approach just as a shadow.
Posted on Mastodon
Now tackling the Fists path. So far seems like the least fleshed out. Trottier is useless. On the dig site, Indy finds a secret passage which contains... *nothing*. Going through just triggers the story to go on for no discernable reason.
Posted on Mastodon
I enjoyed the team path. Those little touches of interaction with Sophia. The squabbling, as clichéd as it is. The way she waves when seeing her through the measuring device. Or when she has to crawl through the hole to open the door - both clearly uncomfortable with the amount of physical contact. The coded conversation on the submarine. She gets captured too much, yes. Still quite an achievement for the time. Puzzles also seemed better. I maintain this is the "true" path planned first.
Posted on Mastodon
Having gotten to the gates of Atlantis, I figured it's best to try the other paths first. Going for "team". I liked the part with Trottier in this one. Yes, asking the player to guess "how many fingers" is stupid. But the idea of quizzing them in statements made in an earlier conversation, seemingly unimportant side details, was good. Plus, there was an alternative solution available.
Posted on Mastodon
Sternhart turned into a skeleton??? Er... how long has it taken me to get to Crete?
Posted on Mastodon
Yes, I remember the how many fingers debacle
Posted on Mastodon
Every path involves the search for Trottier. The chaotic running around of the same four passers-by is so horrible. The car-chase is however unique, Teams has something entirely different and Fists almost doesn't need Trottier.
Posted on Mastodon
As I remember, the book can be in different random places. Though I don't remember it ever being in this office. So, my guess, it's indeed always empty.
Posted on Mastodon
btw, the empty chest upstairs, in this room, is really disappointing. (or does it get populated at some random seed?)
Posted on Mastodon
For me, the digsite is the best puzzle of the whole game. Also great (and different) in Fists + Teams path.The darkness thing gets repeated one more time btw. But won't tell when.
Posted on Mastodon
Based on recommendation of @console , I'm trying the wits path. First approach to find a random guy in Monte Carlo: hang out in front of a random hotel until he shows up. Right. I thought there was a Hollywood screenwriter involved? Next, a repetion of the Monkey Island finding-the-swordmaster puzzle. A camel chase. A car chase. Is this really the "wits" path? But then, how the eyes get used to the dark dig site: pure genious.
Posted on Mastodon
yeaaaaaaaaaahhhhh. I have a tough time with this game. I kind of set it down after a lot of poor design stuff. It is one of the biggest adventure games that just never clicked for me for a whole lot of reasons and it really does confound me as to why it is perceived as a classic.
Posted on Mastodon
I'm playing the so-called "talkie" version for the first time in my life. Wow, those comedy accents!
Posted on Mastodon
Another thing for the like list: each person has its characteristic animations. Such as Kerner's hand going through his hair. Sophia turning away with her arms folded. Little touches which do wonders.
Posted on Mastodon
The Azores aren't very fleshed out no, but I do like the look of it!Combined with all the other locations you get to visit through out the game, I do feel like it's a grand adventure where you get to travel the world, which is cool.
Posted on Mastodon
like the world traveling in The Riddle of Master Lu. It really felt like going to a different place. So far in Indy, the Azores may as well have been another district of his home town.
Posted on Mastodon
In all fairness, I do think later sections of this game flow better than the opening.There's a lot of good stuff in there that I had forgotten about.And while the back-and-forth might not be great, I do like a game in which you travel to many different locations. To me, that's what an adventure is all about really.
Posted on Mastodon
For a game which overall is supposed to be serious in its tone (in a pulp way), this felt completely out of place.
Posted on Mastodon
Also, why doesn't Indy report the body to the authorities?? He just loots the dig site and moves on?? Hello, what a maniac?? The guy has a family surely??I can't get over this terrible scene
Posted on Mastodon
What I didn't like:* Way too much travelling. People keep saying it's "like a movie". No, it isn't. No movie would have this location hopping, just to have a single dialogue or find one object.* Wonky cause and effect. Suddenly, the guy is frozen, because...?* The percentage of expository dialogue AND puzzles relying on dialogue is much too high.
Posted on Mastodon
I played through the opening act of Indiana Jones and the Fate of Atlantis (until finding the Lost Dialogue).
What I liked:
* Playable credits
* The irony of the book having been in Barnett College all along after travelling through half the world
* Really evil nazi antagonists
I would fire somebody who sends me an several hundred dollar bill because he wanted to combine two objects with each other without an reason.
A very good game with only one logic error. Where does all the money come from which the planeflights to the locations cost?
I used the travel option very often to try out what happens when I use an item the "unusual" way and Indy never complained about the costs.
The story was not originally made for this game as it is said in the review, but for an Indiana Jones comic called "The Keys of Atlantis".
At a difference to Sam & Max, which similar because the creator of the comic worked on the game, the original is worse than the game. The game's story is a much improved version of the one of the comic which keeps all the important and interesting points.