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Messages - snarky

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Technobabylon / End game bugs fixed?
« on: May 22, 2015, 05:43:46 AM »
I've been reading the reviews of Technobabylon, and they are pretty much great across the board. Congratulations!

One little thing, though. At least one of them (http://www.incgamers.com/2015/05/technobabylon-review) mentions some gameplay bugs in the endgame. Have they been fixed since the review version, or will there be a patch coming?

I want to make sure stuff like this is smoothed out before I start playing, not play through the whole game just to have the experience soured by the end.

Resonance / Re: (spoilers) Complete list of foreshadowing:
« on: July 24, 2012, 08:44:53 AM »
There are a few hints in the first scene:

- Ed says he can't wait to move out of his apartment. (What is he expecting?)
- For some reason, the night before he borrowed a tripod from his neighbor, calculated exactly where to place it, and marked the spot on the floor with masking tape.

Later on, he very clearly lies to the others about what Dr. Morales wanted to do with the resonance technology (he says they mustn't destroy it because Morales wanted it to benefit mankind, when in fact he had been planning to destroy it just before he died). And once you read Dr. Morales' journal, he's the primary suspect for having stolen the two missing resonance devices.

Resonance / Re: Window mode?
« on: July 03, 2012, 10:13:03 AM »
Depending on your computer and how the game was installed, you might need to run winsetup as an administrator. (Right-click on it and choose "Run as Administrator" from the context menu.)

Resonance / Re: Far too difficult
« on: July 03, 2012, 10:03:33 AM »
As others have said, for most of these puzzles you missed the hint, or didn't explore enough (e.g. the calculator on the lab computer to give you pi, or interacting with the newspaper vending machine to learn it requires a credit card).

Being stuck now and then is normal; the puzzles are meant to be a bit challenging (I had to resort to a walkthrough three or four times myself). But they are not, on the whole, unfair.

Two particular points: even if you can't use the password cracker with officer Johnsen's computer, it's nevertheless possible to guess his password. If you make conversation with Johnsen and the guy at the front desk (ask him about the door to the basement), you'll learn that "Samantha" is the name of his girlfriend.

Similarly, chatting with Johnsen and looking at the door to the copy room will give you hints about how to get him away from his desk.

With the key in the locker, you have to make sure to grab it with the right-hand side of the magnet, then wiggle it a little to get it through the tight spot.

Finally, I don't see how going from "I need eyes in the back of my head" to "a mirror would be useful" is at all an "abstract" leap of reasoning. You can sit on the bench, you need to see behind you, so... ?

Resonance / Re: Resonance is now available for pre-order!
« on: May 17, 2012, 12:40:05 PM »
Hi Snarky. All the kickstarter deals will be honored. Contact Vince and he should be able to help you.

Hi Dave. Thanks, I assumed they would, but during the KS campaign there were no plans for a boxed edition, so it wasn't one of the rewards. Now, though, it feels a bit unfortunate to have given $75 in advance and not be getting a boxed edition, when others can pay $25 for it now.

I'm guessing that since this just affects a very few people, it wasn't really considered. A reduced rate/just the shipping charge deal for backers would clear up all my misgivings.

I guess I'll ask Vince about it. Very excited for Resonance, now with voices!

Resonance / Re: Resonance is now available for pre-order!
« on: May 17, 2012, 11:50:48 AM »
Are there any provisions for Kickstarter backers to get the boxed collectors' edition either as one of the rewards tiers, or at least at a reduced rate? There are about 8 of us who pledged at $50 or up, and it would seem a bit dissatisfying to have to pay another $25 for the box.

Chit Chat! / Cons and pros
« on: April 03, 2009, 09:21:52 PM »
Going to ICON this week, are you? Doesn't it seem like this would be more appropriate?  :D

Chit Chat! / Re: scandinavian horizon
« on: October 04, 2007, 03:14:58 PM »
Indie games "take out the curves" [some Swedish idiom that I donít know how to translate]

Greg Costikyan has had enough of the games industry. He loathes "the cowardly conservatism born by million dollar budgets." Thatís why he started a game publisher.

When did you last play an adventure game where you were a Rabbi on the Lower East Side, struggling to keep your faith, your congregation and your synagogue, while simultaneously solving a murder mystery? Never?

Then youíve never played The Shivah from Wadjet Eye Games, one of many examples from a dawning independent scene that is pushing the boundaries of the game medium.

The Shivah was released last year, and is one of the games distributed by Manifesto Games, an online store and gathering place for players and creators of independent games that was founded by game designer and industry dropout Greg Costikyan.

- Iíve been concerned over the state of the games industry for several years, he says, speaking on the telephone from New York, where he lives and runs Manifesto Games.

- People donít think fresh any more, but rely on established genres and franchises. In the nineties the development budgets were a few hundred thousand dollars, now theyíve reached ten or twenty million. That means people donít dare or canít afford to try new things.

When Greg Costikyan started in the games industry, a development budget wasnít bigger than what it took to pay for some notebooks and a few monthsí pizza deliveries. Thatís when he fell in love with the game medium. He started designing games in the 70s, before PCs, and among the early games he created were RPGs like Paranoia and Star Wars: The Role Playing Game.

But as budgets have escalated, he feels that the medium has stagnated, and two years ago, when Costikyan was working on Nokiaís game effort, heíd had enough, quit, and started Manifesto Games. To set the tone he wrote "The Manifesto manifesto" where he opened a frontal assault on what he considers an intellectually bankrupt industry.

-We desperately need a real indie scene, comparable to what we have in film and music. Thatís probably the only thing that can shake up the industry. And I actually believe one is forming, says Greg Costikyan.

The first person to agree is Dave Gilbert, the creator of The Shivah. Inspired by the old adventure games made by LucasArts and Sierra Online in the early nineties, he started putting together original work, using the Adventure Game Studio tool. Recently he released the adventure The Blackwell Legacy, which is a ghost story where he turns a bitter and reclusive woman into a reluctant hero, in contrast to the macho men who usually fill that role.

Dave Gilbert has just begun working full time as a developer in his one-man company Wadjet Eye Games, based in his East Village apartment, and in his nasal New York accent he describes his passion for the medium.

-Iíll never get rich doing this. My games are far too personal to ever go mainstream. But if I can just continue making games and pay the rent, Iím happy.

His next project is a sequel to The Shivah, which will delve deeper into the Jewish culture in New York. Dave Gilbert has no doubt that he has found the right tool to tell stories about religion, relationships and the difficulty of finding your place in the world.

-The games medium has a unique ability to engage the player in choices and actions. Games that really succeed can convey emotions and human relations in a way that no other medium can match, he says.

[Caption:] In the game The Shivah, a New York Rabbi fights to keep his faith while simultaneously solving a murder mystery.

[Caption:] In The Blackwell Legacy, the reluctant hero is a reclusive woman.

-Gametunnel is a site that reviews and covers independent games
-Download Adventure Game Studio for free, an application to create your own adventure games. There is also a forum where developers exchange experiences.

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