Wadjet Eye Games

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Rognik

Pages: [1] 2 3 ... 6
The Blackwell series / Blackwell Epiphany end game
« on: November 26, 2014, 09:13:23 PM »
So I've made it all the way to the end of the game. (spoilers if you haven't guessed by now) Madeline is on the roof, ready to rip herself apart, I have the chalk but I don't know where to draw the circle. I know the ground floor of the church doesn't work, and the only other place I can get to, Lafayette street, isn't far enough away, either. Where am I supposed to draw the circle to stop her?

The Blackwell series / Re: Original Blackwell Legacy
« on: February 28, 2013, 03:47:37 AM »
Not without paying more money, I don't think. I'm pretty sure Big Fish still has the original version. But if you just want to hear how Sande Chen voiced her, there's probably a few walkthroughs on YouTube you could watch.

The Blackwell series / Re: Next Blackwell game: Blackwell Epiphany
« on: February 28, 2013, 03:41:28 AM »
Ooh, new angle! I guess we won't be using the kitchen or TV in this one.

Ooh, snow! Very underused in any New York setting. I'm kind of hoping this isn't around Christmas, though: snow is a torment for 3-4 months of the year, not just December.

Not too much to go on yet, just enough to tease us a little. And teased we are! Hope to hear more soon!

Gemini Rue / Re: Pipe puzzle bug
« on: November 27, 2012, 02:37:58 AM »
Are you sure that's what you need to do at this point? That might be the trouble. I don't remember the game very well, but my guess would be that you're supposed to be completing some other objective, and opening this pipe will come after that.

Resonance / Re: Word gets around - Resonance Reviews & Media Coverage
« on: August 07, 2012, 06:28:14 PM »
Reviews On The Run, a Canadian video game review show (think X-play, but with more reviews and less funny hosts), just did a review of Resonance. It did a fairly just and balanced break-down of the game, with no big spoilers leaked that I noticed. The two reviewers both gave scores 8/10.

I can't find link directly to this review on the site just yet, but when I do, I will list it. For now, I'll just link to their homepage. Hopefully, it's not geolocked for non-Canadians. I can't see why they would be.

Edit: The review link is live.

Resonance / Re: Vault Plans
« on: August 07, 2012, 06:18:08 PM »
Don't you need the blueprints to get the vault plans? Or rather, aren't the blueprints and the vault plans the same thing? I'm kind of confused on what you still need to do.

If you've gotten the financial records, then talk to Turtle. If you're trying to get into the police records, then you'll need to do something for Turtle first. If you've got the blueprints from the police, though, look at them. It's Ed's turn to go and find its exact location.

Chit Chat! / Re: Fanart contest winners! (finally)
« on: July 28, 2012, 08:50:10 AM »
Wait for the next game to be released, and there might be one held. There's been a couple held in the past so there's a good chance another will be held. Just keep checking back every so often.

I can't imagine Gemini Rue working that well on an iPad. The combat, where you could look out from different sides of cover before shooting would be hard to control with just a touch screen and maybe the accelerometer. Then there's also switching targets and firing... unless you have a bunch of on-screen buttons, I don't see it working well.

The Blackwell series would probably be suited to a touch screen medium, since it's not all that different from a mouse, but a drop in price is not the only concern. Would AGS be compatible with iPad's OS? Would it need to be transferred over to Mac-compatible software? Assuming that's not a problem, how much time and debugging would it take to ensure it works properly? A virtual keyboard would need to be incorporated in, for the Oogle searches or Lauren's phonebook. (That's one thing the first game didn't have to worry about.) I'd be surprised if this would be practical, but it's a pleasant thought.

The Blackwell series / Re: Some questions...
« on: July 28, 2012, 08:37:29 AM »
I'm not Dave (as you can plainly see), but I want to try to take a stab at some of the questions.

1) I doubt this. The commentary is just something extra added on as a bonus to fans. He also tends to ramble on a little, which makes it hard to caption. Even ignoring that, though, the amount of time and effort to transcribe the commentary into text and include that in the game somehow would probably make the game much harder to code overall. Sorry. On the bright side, you aren't missing out too much overall unless you like the boring behind the scenes detail or interesting factoids of the game's development and history of New York. Just... think of it as a way to slowly practice your English. (I realize this is not an easy task. I have the same trouble with French.)

2) I doubt we'll ever see into Rosa's bedroom, and not for the reasons you might be thinking. Gameplay wise, the only reason to go in there is to pick something up, which could easily be found in the apartment somewhere. And then there's the need to have the bedroom actually drawn up by some artist. I imagine it to be a very boring place, with little beyond a bed, a closet full of clothes and perhaps an alarm clock on a night stand.

3) Dave loves fanart, as it's a measure of his growing fame. A fancomic is kind of a step beyond, when you're trying to put words into your character's mouth. I know some people are protective of their intellectual property, but so long as you don't try to sell the comic anywhere, it should probably be fine. It might even bring more people to the site! (Wait for his official word, though. I don't want to get you into trouble.)

Resonance / Re: (spoilers) Complete list of foreshadowing:
« on: July 16, 2012, 10:37:14 AM »
There's an optional clue during "Chapter 2." If you pass around the cotton swabs, everyone is willing to take a cheek sample to scan in Antevorta. However, Ed adamantly refuses to do so; if you try, he'll say "why would I want to do that?" Since the only reason to sample DNA is to scan in the Antevorta machine, it shows that he knows what it's all about and doesn't want to give them extra data.

To directly answer the original question, I think Lauren is more appealing is because she is far more confident and out-going compared to Rosangela. Rosa stays in her little apartment, not having any real friends and barely knows her neighbours. If not for Nishanti, she would still be in her shell.

Lauren, meanwhile, is far more confident and independent. I don't think Rosa would probably have clung to her parents had they not died when she was young. Lauren might not be seen as being more social, but she still exudes... something that Rosa severely lacks. That is probably where some of her appeal comes from (and the killer VA doesn't hurt, either).

Gemini Rue / Re: Storyline Help, Please
« on: July 14, 2012, 01:16:49 AM »
It's probably just a problem with the storytelling method. These two stories, Azriel's and the amnesiac, are separate... for now. There is a link between the two, but you need to get farther before you can understand them. Since you have the choice to play either scene at the moment, feel free to complete either to finish that scene's objective; when they are both complete, the story will move on.

I really don't want to spoil the story, so just trust that there is a link between the two stories. It will make sense before the game is over. Also, unless the arcade-style gameplay is off-putting, try to keep going. There is a story here that is worth following to the end.

Resonance / Re: Blueprint puzzle is driving me nuts!
« on: July 14, 2012, 01:07:37 AM »
I'm beginning to think that there needs to be a stickied topic about this puzzle. Lots of people have trouble with it, but it doesn't seem all that tough (to me). It would also save on the many threads that seem to generate from this (even though it's slowed down after the initial rush to finish).

The Blackwell series / Re: End of the Blackwell line?
« on: July 02, 2012, 08:22:47 PM »
The thing is, we don't really know if males can be mediums or not. Mediums are traditionally female, though, in pretty much any source I've ever seen, heard or read. So what will happen after Rosa if she doesn't have a daughter? Dunno. Maybe a distant relative. We don't really know why Patricia started having visions, either, presuming she is the first in the Blackwell line. So maybe another family will inherit the gift afterwards.

Resonance / Re: Far too difficult
« on: July 02, 2012, 08:12:29 PM »
List of stupidly abstract moments so far (Note: SPOILER ALERT):
I'm going to try to respond to these in turn in all seriousness.

1) Anna hiding under the bed - when you click on the bed, Anna says that she can't hide there because the Monster will find her.  She does not specify that what she means is hiding INSIDE THE COVERS.  This led to a 'wtfstuck' moment because I assumed I could not hide under the bed.
-Perhaps this was obscure, and I guess I got lucky because I found "Under the bed" before I even considered just clicking on "bed". Still, it doesn't hurt to look around more.

2) Telling Emma about the time - needlessly complicated.  It should just be a case of putting 'clock' into a conversation.  I did eventually figure out what I had to do first, by randomly clicking on everything.
-This was a bit hard for me too, at first, but that's part of the STM system. This will be my reply to a couple of the other point.

3)  Finding the boss' first name - needlessly complicated
-Is it? It's common for log-in names to be first initial+last name, plus you would need to log in as the boss eventually anyway. It's more of a slap-yourself-since-it's-so-obvious.

4) I've got to put a mirror inside a newspaper?  Really?  Do I need to even explain this one?  This is so bloody abstract as to be ridiculous.  Again the only way you'd figure this out is by random clicking everywhere.
-... this is abstract? How so? Honestly, I'd like to know why you say this.

5) There is no hint or clue that Bennet's wallet should be clicked on to produce two new items.
-The clue is to examine the object, which gives them to you. Something you might try after Bennet's sarcastic comment of sticking his wallet in the newspaper stand.

6) The wing mirror of the car is really difficult to spot unless you're specifically looking for it.  And since random clicking is how to solve this puzzle, it doesn't help.  Again, clicking on car produces 'not relevant' responses so it's not logical to assume that there is a part of the car that IS relevant.  Needlessly complicated.
-No, it's more of a "pixel hunt" issue. And bigger than some others I've played.

7) Talking to Saul about the valve - why can't I just ask him directly for a wrench?  What the hell?  Needlessly complicated.
-Part of the STM system.

8 ) Having to remind Saul about his story in order to get the wrench - needlessly complicated and reliant upon an absolutely absurd feat of memory - picking out the obscure fact that Saul mentioned using it earlier.  Needlessly complicated and one of the worst so far.
-I kind of liked this trick, as it requires you to pay attention to the conversation. (Admittedly, I had spoiled this for myself by watching David demo it on a webshow before release.)

9) Using the pipe on the rusty pipe - very unintuitive due to the fact that Ed doesn't specify WHY he can't use the pipe.  Logic: use the pipe to replace the broken one.  Click.  Can't do it.  Why not?  No idea, the game doesn't tell me.  Solution: back to random clicking.
-Um, how? You need to remove the rusted pipe before you can put in the new pipe.

10) The 'Pi' message.  Lovely little nerd easter egg, but what about people that don't know the symbol for Pi?  They are truly screwed, aren't they?
-Nope! Did you check out that panel in the upper-left of the lab? It's got a calculator, with a convenient Pi button on it. Most people would know pi offhand, but not beyond 3.14, so having it there for the 4th digit is pretty good.

11) After you get all four characters - I've explored quite a bit and have no clue how to proceed.  Got a vague idea about getting the FTTN number from the Hospital database but can't get Emma to go away.  Can't put pressure on Tortoise so can't get his info to access the police database.  No clues from any characters or items in game to tell me where to go.  Solution: back to random clicking.
-Solution: ask the other people what THEY think. The other characters are you in-game help.

12) Can't use mainframe until you talk to Emma about it using the right click into menu system - why doesn't this conversation flow naturally from the point where you attempt to use the mainframe?  Needlessly complicated.
-I don't think it's needlessly complicated, but I'm not sure why Anna wouldn't have worked just as well (except that it's a very restricted system).

13) Using the ultra sonograph on the you know what - seriously?  How is this even remotely obvious?  I have no idea what a ultra sonograph is, it's a pretty huge leap in logic to realise that I have to use this with the you know what.
-Did you pay attention when Anna picked up the device? "We have some fun with these to look through all kinds of stuff", or something similar. There's your hint.

14) Couldn't use the USB PW cracker because Johnsen's computer has a flap over the USB slot, but the error msg doesn't say 'it's covered by a flap' it just says 'it doesn't fit' which results in another wtfstuck moment.  Needlessly complicated?
-Or you need to look a little closer before you just drag-and-drop.

15) Distract Johnsen by asking him about the copy room - how am I supposed to know in advance that I can distract him by doing this?
-Trial and error, admittedly. Examining the copy room gives a little bit of a hint.

16) Using the credit card to open the tech room door - wow.  I don't know what to say.
-Using a credit card to jimmy open locks is an old trick. I forgot this one, too.

17) That bloody magnet puzzle, not even needlessly complicated just virtually impossible.  In the end I was just flicking the mouse up and down the screen in fury and it somehow passed the choke point.
-You mean the locker or the logic to take the magnet? Because taking the magnet was not obvious for me. The maze, though, was just a bit of trial and error.

So from that list, a lot of the problems were tied to the structure of the puzzle system, you not looking around enough or skipping over the hint. So perhaps the game isn't for you, but I don't think it was unfair in general.

Pages: [1] 2 3 ... 6