3 ms·
Personally I would rather someone remade it with a modern user interface. I bought it a few years back because I am a huge fan of adventure games and bounced ri
by alisonatwork 3y ago
Personally I would rather someone remade it with a modern user interface. I bought it a few years back because I am a huge fan of adventure games and bounced right off because of its abysmal UI. All I remember of the game is clicking one arrow and then going back and mysteriously ending up somewhere completely different from where I was before, trapped in a proverbial maze of twisty little passages, all alike. It's a train, for crying out loud, how can you make a train unintuitive to navigate? In any case, the story walked away and I was left wanting to throw my mouse out the window of my apartment.
There are several other games doing this real-time clock gimmick now, and I think enjoyment of them hinges very much on how deeply invested you get in the story before the frustration sets in. I bought and returned Outer Wilds because of its tedious dialog, janky user interface, infuriating insta-deaths and enforced time limit that had me suffering the pain over and over again, while professional reviewers would have you believe it's the best game of 2019. On the other hand I bought Consortium years before that, had one great playthrough and remember it as one of the best sci-fi games I ever played, whereas other players chose a path they didn't enjoy or encountered bugs and jankiness and decided it sucked. I have a couple other games buried in my wishlist with the same gimmick, but every time they come up for sale I'm reluctant to buy them because the whole "genre" (if that's what it is now) seems like such a crapshoot.
In general I'm not sure the concept is really successful as a gameplay mechanic, despite it sounding like a more realistic and immersive way to play. I think the constantly running clock thing ends up feeling more "gamey" than triggered events, because the player is forced to adjust their real life to fit the game instead of escaping into the game as a place distinct from real life. I think this sort of mechanic is ultimately more appealing to roguelike fans than adventure game fans.