Posted at 08:27 on June 1st, 2013 | Quote | Edit | Delete | |
Admin Reborn Gumby Posts: 11387 | Feel free to share anything about Infidel (1983) here! ----- Now you see the violence inherent in the system! |
Posted at 11:40 on June 2nd, 2013 | Quote | Edit | Delete | |
Moderator Deceased Gumby Posts: 1413 | Before reading the review and it's big spoiler I tried the game myself and was somewhat dissapointed. As hard as the game tries to make fun of the good old treasure hunt, I just didn't get into it. Mainly because I didn't like the introduction, probably even the whole setup: All the interesting stuff (like finding the pyramid, starting the dig, quarreling with your workers etc.) happen before the game starts. Also, and this is a matter of taste, I am not that into Egyptian stories. But the worst thing is how forced this exploration felt to me: So there is no-one left at the site and it's just my characters delusions, that should get me interested in that pyramid? Well… alright, I will try and find that pyramid of yours and maybe there will be something interesting, because anything else will get me killed. Oh wait, even that will get me killed in the end! Now I do see why they did it, I do acknowledge that it's an interesting idea but in the end it just isn't very satisfying, more like the authors are mocking you for even daring to go spelunking. ----- [color=darkblue][i]The known is finite, the unknown infinite.[/i] - Thomas Henry Huxley[/color] |
Posted at 13:42 on June 2nd, 2013 | Quote | Edit | Delete | |
Admin Reborn Gumby Posts: 11387 | Granted, much of the setup occurs before the game even begins, but you did read the extensive plot laid out in the documentation, I hope? ----- Now you see the violence inherent in the system! |
Posted at 16:00 on June 2nd, 2013 | Quote | Edit | Delete | |
Moderator Deceased Gumby Posts: 1413 | Originally posted by Mr Creosote at 13:42 on June 2nd, 2013: but you did read the extensive plot laid out in the documentation, I hope? Yes I did, and actually I think that's were this feeling of missing something comes from. These texts seemed a lot more interesting to me than the actual game. Probably had the wrong expectations. ----- [color=darkblue][i]The known is finite, the unknown infinite.[/i] - Thomas Henry Huxley[/color] |
Posted at 18:25 on June 2nd, 2013 | Quote | Edit | Delete | |
Admin Reborn Gumby Posts: 11387 | OK, but here we are getting more into the area of technology rather than game design. Thirty years ago, systems with much smaller capacity were the limit. To stay compatible, many companies split out vast pieces of background information into the documentation. Infocom in particular was famous for this. It is also a game design issue, though. How would you have included all of this into the game without just dumping page after page of non-interactive text? ----- Now you see the violence inherent in the system! |
Posted at 21:34 on June 3rd, 2013 | Quote | Edit | Delete | |
Moderator Deceased Gumby Posts: 1413 | Originally posted by Mr Creosote at 18:25 on June 2nd, 2013: To stay compatible, many companies split out vast pieces of background information into the documentation. Infocom in particular was famous for this. I know, and normally I really love the idea and effort put into those feelies. It's just that in this particular case it didn't work for me. Originally posted by Mr Creosote at 18:25 on June 2nd, 2013: How would you have included all of this into the game without just dumping page after page of non-interactive text? But that's exactly what the diary does! You have to 'watch' while your greedy character is placed in a no win situation. I don't think the story would have worked any other way. And I am convinced, that it did work a lot better 30 years ago, when there were dozens of 'colossal' games in which you collected treasures in caves/dungeons/ruins/whatnot, because back that it certainly was a nice twist for the genre. ----- [color=darkblue][i]The known is finite, the unknown infinite.[/i] - Thomas Henry Huxley[/color] |