Thanks for the reply, Rithrin!
Rithrin wrote:Let's start off by being honest, the Tetris puzzle is one of the worst designed puzzles out of the entirety of Grimrock 2. You have to rotate the map? Wha? And then you have to make wild assumptions about how its like reading, the shapes are letters, and your party's feet are.. the pens, so therefor... you must... transcribe the shape letters by... walking on platforms? It's one of the two I had to look up a solution to online.
hah that was fun to read. I don't mind how terrible a puzzle it is since I do enjoy adventure games, I just prefer to enjoy the tedious problem solving without worrying about feeding the characters.
Rithrin wrote:Continuing with honesty, though, you definitely want a different style of game, and are blaming Grimrock 2 for being it's own thing. It's not a "puzzle game", it's not Myst, it's Grimrock 2, an action-RPG hybrid that happens to have many puzzles in it.
That might be true, but I don't feel that way personally. I did not have this concern/request in the original Grimrock. The puzzles were unique to the world of Grimrock just as you describe. However, Grimrock 2 treads very hard in to the world of Myst (isolated, trapped on an Island, open world, mysteries, riddles, puzzles, notes to aid your quest). LoG 2 even has "fast travel" for the first time via the Hub (just like Myst has fast travel via pages in the travel book).
The more I became immersed in to the world of Grimrock 2, the more I felt the lovely nostalgia from the Myst series. There is little doubt that the developers really pushed harder on the puzzle aspect of LoG 2, moreso than they did with the RPG elements. The weapon and armor selection isn't much of a "step up" from the last game, nor are the type of monsters (with the exception of the Trickster due to his ability to interact with the environment so well). LoG 1 was all about the battles and gear, the puzzles were secondary, fun, and quick. LoG 2 is quite the opposite.
So I don't feel that this is me wanting a different game, this is me recognizing the outfit LoG 2 is trying to wear; I'm just recommending the proper shoes to compliment, na' mean?
Rithrin wrote:The Tetris puzzle is bad, definitely, but you're really pushing it here. As long as you have found the note that diagrams which direction and how many steps each word represents, you know that each word is either a movement command or a number of steps.
Maybe that's why those other posters are accusing me of being a bit retarded hahah. My honest experience initially was that the Rotate Left and Rotate Right commands meant turn the camera 180 degrees, and the TE and AR commands meant turn the camera once to the Right or Left. The very first puzzle was easy to solve (and helped correct my TE/AR mistakes) : UHU NA. AR E. TE NA. LAM E. AR NA.
However, when I took what I knew there and applied it to - TE. UHU NA. PALA. UHU NA. PALA NA. AR E. FAAM KO. LAM KO - I must admit I went full retard. I never ended up in any direction that allowed the final "BACK 3" to make any kind of sense. Normally I would embrace the fact that I have no idea wtf is going on, bust out the coffee, pen, and paper, and enjoy a good puzzle session; but because I don't wanna bother worrying about food reserves I said "fuck it" and Google'd the Spoiler.
My search results yielded many posters who were stuck on that second puzzle just like me. A little refreshing to see I'm not alone in my stupidity; although in these cases I tend to applaud the game developers for making such a good and more importantly, fun, puzzle challenge. I consider it a great game accomplishment - especially since in reality I know I'm quite the intelligent individual.
Earlier in this thread, Anurias, stated that my affliction is "over thinking" … and it was a problem he saw when watching YouTube videos of other people playing Grimrock. Whether those of us playing are over-thinking or just playing stupid, the point is that solving the puzzles should be fun, no matter how long it takes the rest of us compared to all the super geniuses. Needing to feed the characters takes away from the enjoyment (I'm started to sound like quite the broken record).
Rithrin wrote:They also have an item that makes a character immune to petrification, does this mean they see petrification as working against the game and so should remove it? Certainly not. Food is a resource, so they do include a magical item that allows you to spend less of it, but at a cost. If you are wearing the neck chain, you're not wearing a fire resist amulet or the experience amulet.
Oh now you're comparing apples and oranges. Starvation is actually a survival trait which cannot be cured even with a Crystal, whereas all other status afflictions can. Most, even petrification, can be cured by just waiting; starvation works entirely different.
And in my case, there is no cost at having my entire party wear the Neck Chain because I would only be wearing it during puzzle solving in order to bypass what I believe is a horrible feature: feeding characters who are trying to decipher a mystery.
Rithrin wrote:The core of your issues here seem to stem from a desire to play a different kind of game. You come to the conclusion that food and puzzles are a bad design decision, and arrived there because you personally didn't have fun with it. But other people, obviously, do enjoy the system. The food urgency that unsettled you and disrupted your puzzle experience is exactly what fueled my immersion into the world around me. I'm shipwrecked on an island fraught with danger, where I must fight monsters, solve puzzles, but also take hunting trips in order to survive. It's just that kind of game. That doesn't make it bad.
I can totally respect that; yet I feel that leaving food in the game hampers its true potential. Grimrock's mechanics allow for the creation of a pure puzzle solving masterpiece. It could probably exceed some of the Myst chapters if done properly. The only thing stopping Grimrock from doing better as an adventure hybrid than an actual dedicated adventure game, is the damn food.
LoG is getting close to hitting its first million copies sold. If they got rid of the food then I bet their future releases could hit Myst numbers: Myst 1 sold over 6 million copies, and Riven sold over 4 million. I would like to see Grimrock hit those numbers, and I think this is one important way to achieve that. I could be wrong but I doubt it