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Broken Age |OT| A Double Fine Adventure! [iPad/Ouya Act One out now]

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Deadstar

Member
I have to say that I really wasn't feeling the art style until I played the game and now I realize how well it fits. I think it looks incredible. Every scene looks like a painting.
 

duckroll

Member
I've been thinking about the game more, and trying to figure out why the game feels so short even though there is quite an amount of visual assets, and I think ultimately, it lacks a high level of interactivity.

Consider this: not only are there more screens than puzzles in the game, but in each screen itself, there really isn't that much to interact with. Interaction can come in various forms, but in traditional adventure game lingo let's just use talk/look/take. I don't really think the game lacks in the take department, since most items which look like they can be taken, can be taken. Not a fan of red herring items either, so it's good the game doesn't have them. But there's quite a severe lack of look and talk options.

For look, let's take Shay for example. I'll just use one of the very first screens here - the one where he's sitting at the controls and you have to pick a mission at the start. I was really excited when I saw the screen because it was really detailed and there were all sorts of silly gadgets and stuff on the control panel. I wanted to mess with them or at least click and get reactions. But nope, you can't click on anything there. It's locked to the dialogue menu where you just pick a mission. That's disappointing because simply having fun distractions like that would increase the player's investment in the setting, and also provide fun diversions which pace them through the story in a slower way if they enjoy optional stuff like that.

For talk, I think Vella has a number of examples, but let's take the very first main screen - your house at the start of the game. There are five characters in the room, and there could be a good amount of interactivity if talking to characters about a topic can allow them to say things which open up other dialogue options with the other characters. This is something I find lacking in the dialogue throughout the game - I can't think of a single time where talking to other characters unlock additional dialogues with related characters even if it makes sense.

Playing a good point and click adventure game should involve the player being able to click on anything interesting on the screen and get unique responses whether they are related to a critical path or not. In Broken Age, it feels like a lot of the responses are generic in a given area, and there aren't many hotspots on a screen to begin with. That's probably the main thing which leads to the game feeling very easy and on rails, where you can easily breeze through the game, even though the content on the critical path isn't lacking. Simply with the lack of anything else to do other than to progress, it makes the game feel much smaller than the content represents.
 

Zeliard

Member
Yeah, I agree with that. The interactions in the game come more in the form of putting disparate items together and getting a comment from Shay or Vella, or evoking reactions from NPCs by using certain inventory items on them, but on any given screen there isn't a great deal of stuff you can play with directly.

Even in a game like Full Throttle with its notoriously short narrative, there was quite a bit more in the way of player interaction through its eyes/mouth/hands/feet action menu and the fact that you were able to use these four commands to interact with a wide range of people and objects.
 

epmode

Member
The ridiculously low hotspot count plus the lack of a LOOK feature is really disappointing, honestly.

Compare Broken Age with the Ben and Dan games. While they obviously can't compete with the production values, there's a metric ton of descriptive text that's completely absent in Broken Age. It feels sparse in comparison.
 

TheGrue

Member
Just finished all of Act 1. Have to say I really enjoyed it. The art style is amazing and I really enjoyed the stories. Ending makes the wait for Act 2 unbearable.
 

Fuu

Formerly Alaluef (not Aladuf)
Finally having time to sit down to play it. Comfy couching it with mouse-only controls and it looks so amazing on the big TV screen, such art.
 

Phawx

Member
It took me three hours to beat Act 1 and I was extremely happy the entire time. In fact, I was teetering on getting frustrated with certain parts and if I just had more aimless stuff to click on, it wouldn't have improved my experience.

I think a perfect balance was found.
 

Gazoinks

Member
Out of curiosity, did anyone stumble onto puzzle solutions looking for funny reactions? Like,
I randomly showed the bucket of sap to the mayor because I thought he might have a good response, I didn't realize that was a solution to a puzzle I hadn't started think about yet xD
 

johnny956

Member
So I'm a backer of this and haven't received an email with the key to redeem. I've gotten all the project email updates without issue. Am I missing something?
 

Instro

Member
I've been thinking about the game more, and trying to figure out why the game feels so short even though there is quite an amount of visual assets, and I think ultimately, it lacks a high level of interactivity.

Consider this: not only are there more screens than puzzles in the game, but in each screen itself, there really isn't that much to interact with. Interaction can come in various forms, but in traditional adventure game lingo let's just use talk/look/take. I don't really think the game lacks in the take department, since most items which look like they can be taken, can be taken. Not a fan of red herring items either, so it's good the game doesn't have them. But there's quite a severe lack of look and talk options.

For look, let's take Shay for example. I'll just use one of the very first screens here - the one where he's sitting at the controls and you have to pick a mission at the start. I was really excited when I saw the screen because it was really detailed and there were all sorts of silly gadgets and stuff on the control panel. I wanted to mess with them or at least click and get reactions. But nope, you can't click on anything there. It's locked to the dialogue menu where you just pick a mission. That's disappointing because simply having fun distractions like that would increase the player's investment in the setting, and also provide fun diversions which pace them through the story in a slower way if they enjoy optional stuff like that.

For talk, I think Vella has a number of examples, but let's take the very first main screen - your house at the start of the game. There are five characters in the room, and there could be a good amount of interactivity if talking to characters about a topic can allow them to say things which open up other dialogue options with the other characters. This is something I find lacking in the dialogue throughout the game - I can't think of a single time where talking to other characters unlock additional dialogues with related characters even if it makes sense.

Playing a good point and click adventure game should involve the player being able to click on anything interesting on the screen and get unique responses whether they are related to a critical path or not. In Broken Age, it feels like a lot of the responses are generic in a given area, and there aren't many hotspots on a screen to begin with. That's probably the main thing which leads to the game feeling very easy and on rails, where you can easily breeze through the game, even though the content on the critical path isn't lacking. Simply with the lack of anything else to do other than to progress, it makes the game feel much smaller than the content represents.

I haven't had the chance to sit down and play yet, but it sounds like that aspect of the game has been streamlined in a way similar to how the most recent phoenix wright removed the ability to examine every room. Too bad, hopefully they fix it for act 2.
 

PaulloDEC

Member
I've been thinking about the game more, and trying to figure out why the game feels so short even though there is quite an amount of visual assets, and I think ultimately, it lacks a high level of interactivity.

Consider this: not only are there more screens than puzzles in the game, but in each screen itself, there really isn't that much to interact with. Interaction can come in various forms, but in traditional adventure game lingo let's just use talk/look/take. I don't really think the game lacks in the take department, since most items which look like they can be taken, can be taken. Not a fan of red herring items either, so it's good the game doesn't have them. But there's quite a severe lack of look and talk options.

For look, let's take Shay for example. I'll just use one of the very first screens here - the one where he's sitting at the controls and you have to pick a mission at the start. I was really excited when I saw the screen because it was really detailed and there were all sorts of silly gadgets and stuff on the control panel. I wanted to mess with them or at least click and get reactions. But nope, you can't click on anything there. It's locked to the dialogue menu where you just pick a mission. That's disappointing because simply having fun distractions like that would increase the player's investment in the setting, and also provide fun diversions which pace them through the story in a slower way if they enjoy optional stuff like that.

For talk, I think Vella has a number of examples, but let's take the very first main screen - your house at the start of the game. There are five characters in the room, and there could be a good amount of interactivity if talking to characters about a topic can allow them to say things which open up other dialogue options with the other characters. This is something I find lacking in the dialogue throughout the game - I can't think of a single time where talking to other characters unlock additional dialogues with related characters even if it makes sense.

Playing a good point and click adventure game should involve the player being able to click on anything interesting on the screen and get unique responses whether they are related to a critical path or not. In Broken Age, it feels like a lot of the responses are generic in a given area, and there aren't many hotspots on a screen to begin with. That's probably the main thing which leads to the game feeling very easy and on rails, where you can easily breeze through the game, even though the content on the critical path isn't lacking. Simply with the lack of anything else to do other than to progress, it makes the game feel much smaller than the content represents.

I think a number of things are contributing to the feeling of simplicity/lack of challenge, and the small number of interaction points would definitely be one of them. The ones that jumped out at me the most would be:

1) Method of interaction reduced to single-click operations. Where you used to have verbs to choose from or at least a verb coin offering three possible actions, we're now down to one (in the style of Machinarium or similar). It's certainly elegant, but it gives the feeling of there being less options available to the player, even if the missing options wouldn't have led anywhere useful.

2) Cleaner, simpler environments. This ties in with what you've said about the lack of interaction points. Without non-progress-critical junk to look at in the background, the process of working out what you have to do with what becomes a whole lot simpler. Presumably the team want the game to pull double-duty appealing to both adventure vets and players new to the genre, and this is the result of that. Also tablet users.

3) Splitting the story in half. This one didn't occur to me until later, but imagine how much more dense the game would've felt if the entire four hours had been set in either Vella's or Shay's world, as in any of Tim's previous adventure games? Having spent only around two hours in each location in Broken Age means they feel like they're over in no time at all. Had it been four hours in one location, I think that would've been a different story.

4) Two introductory scenarios. As with the previous point, this stems from having two stories that both need to work as introductions to the game. Because the player needs to be able to pick up either story and have them work effectively as a primer, each one needs to start slowly in terms of puzzle difficulty and complexity. Had it been one long game, there would've been the opportunity to offer some more elaborate puzzles around the half-way mark.

So yeah, I think a bunch of things are at play. I like the game a lot as it is, so I'm not really complaining, but the unique structure has definitely made it's mark on things.
 

Xadhoom

Neo Member
Out of curiosity, did anyone stumble onto puzzle solutions looking for funny reactions? Like,
I randomly showed the bucket of sap to the mayor because I thought he might have a good response, I didn't realize that was a solution to a puzzle I hadn't started think about yet xD
Not exactly, but I never actually talked to Gus, since
I immediately fell down the hole and freed him.
 

Gazoinks

Member
Not exactly, but I never actually talked to Gus, since
I immediately fell down the hole and freed him.

Haha, I did the same thing.
I spent a while looking for him after because I thought he might be important, but he apparently just vanishes.
 
Not exactly, but I never actually talked to Gus, since
I immediately fell down the hole and freed him.

I did the same exact thing. And I was looking forward to talking to him since
Pendleton Ward
does the voice.

Oh well, there's always next time.
 

adixon

Member
For talk, I think Vella has a number of examples, but let's take the very first main screen - your house at the start of the game. There are five characters in the room, and there could be a good amount of interactivity if talking to characters about a topic can allow them to say things which open up other dialogue options with the other characters. This is something I find lacking in the dialogue throughout the game - I can't think of a single time where talking to other characters unlock additional dialogues with related characters even if it makes sense.

There's actually at least one in that exact scene -- when you talk
to your grandad about the town being warriors in the past, it unlocks dialog lines with the pageant lady on that subject.

I haven't beaten it yet, but from the chunk of Vella's story I've played the game is definitely tuned to start extremely simple and build slowly. Which is just good game design, isn't it? The sort employed by most games nowadays that don't tutorialize you to tears. I'm enjoying the pace so far, but I can understand the feeling that it's building too slowly, because the game has a very one-thing-at-a-time sort of feeling through the beginning.

Do you guys think maybe the game feels overly simple and short because 1.) it's half a game in a genre where the games are often already short, and 2.) due to the split structure of the story, the first hour of each story has to start slowly to introduce new players to point and click mechanics? In other words, because each story needed a tutorial section, at least half the gameplay in the game we currently have is a slowly building tutorial?

From what I've played, which I think is most of Vella's story, I kind of feel like the game gives just enough time to let the beauty of the world soak in, introduces some point and click mechanics as simply as it can, before it gives you your first main puzzle sequence
(Cloud Colony, which is not complex but seems a good size for the first time the game lets you off the rails)
and lets you wander around for a while.


I'm going to offer one criticism which is sort of opposite the ones about too much simplicity:
At the point you first have to use one item on another in Vella's story, there is no hint or warning that you might need to drag one item onto another while in your inventory in the game. Obviously for point and click veterans this is second nature, but for a game trying to build its elements into a nice, intuitive progression, that puzzle stands out for me as a mechanics check that could really hang up someone who's never played this type of game before. Maybe this is dealt with in Shay's story, and you're just supposed to switch over when you get stuck?
 

Xadhoom

Neo Member
I did the same exact thing. And I was looking forward to talking to him since
Pendleton Ward
does the voice.

Oh well, there's always next time.
I'm not actually that familiar with the voice actor, since I've only the the original internet short and not the full show, but I was (not surprisingly) bummed out to miss out on a character in a Tim Schafer game.
But yeah, I planned on replaying the game again when part 2 comes out anyway, so I suppose I have that to look forward to.
 

Fuu

Formerly Alaluef (not Aladuf)
Just beat it, took me 4.5 hours. Wasn't trying to rush it or anything. I ran into some of the reported small graphical glitches like a subtitle going off the screen, one neck and one mouth going haywire for a second and such, but there was a big one
outside of Curtis' house
. The area was missing the skybox and a bunch of other layers. Exiting the game and running it again fixed it. Had no freezes though, thankfully.

Going to echo most of the reactions, Broken Age looks fantastic, sounds fantastic, the settings are great, characters are fun, and the writing is top-notch (it's not overly jokey and it's always charming and smart. I smiled, chuckled, and laughed out loud at a lot of different things. Many perfect deliveries, props to the voice actors too). I do agree with what duckroll said about it feeling generally sparse/streamlined and, even though that didn't bother me too much, I'd still appreciate more random reactions and quirks because everything is just so delightful and attractive.

I didn't mind the simplified interactivity as far as the cursor goes, but yeah, Act 1 does feel a tad too easy. I do understand why it's so, like myself and others have went on already, and this may be the perfect introduction to the genre, which after how the project grew I think is necessary for this game to be, really. In the long run it will benefit old-time players too since it raises the chance of seeing more like it from DF themselves.

I digress, but it's hard to not appreciate this product from all fronts and what it means. Having watched the documentary and seeing all those things coming together, all the effort from those fine people put into it, made this playthrough into a special and invested experience for me. Being one of the original backers it's amazing what I already got and that I'll get when it's all said and done considering the scope of what I backed for (pledged for a modest adventure game a few days after the Kickstarter went up).

I expect Act 2 to be more complex, as Tim himself implied it will be. Can't wait for it, but that goes without saying.
 

Zabant

Member
Wow, you know what? I was wrong to think this game might have suffered due to how much the development changed from the original kickstarter project, Broken age is fantastic.

I've shared my thoughts in a a more longform fashion on my blog if anyone cares to read it.

But yeah, this is definitely the Schafer style of story I was yearning for.
Sucks act 2 is still TBA, I cant wait to play some more!
 
Okay I feel dumb, how do I get past (early Shay story)
The plant to get to the boom arms? I figured out how to put the tank on my suit and use the knife to get free movement, but nothing gets me past the stupid plant
 
Okay I feel dumb, how do I get past (early Shay story)
The plant to get to the boom arms? I figured out how to put the tank on my suit and use the knife to get free movement, but nothing gets me past the stupid plant

You need something for propulsion... check the ice cream avalanche area and you'll find something of use
 
You need something for propulsion... check the ice cream avalanche area and you'll find something of use

Yeah I figured it out after posting it, thanks for the quick reply

Not sure if I finished Shay's story or not, just got to a part where the game force switched me to Vella. Really liking the game so far, while the puzzles weren't really that hard so far the writing and art really carry this game. Like with Ace Attorney 5 I'm glad they cut down a lot of the pointless padding these games often have, not once have I felt lost or unsure of what to do next because I didn't rub random object a on random person b or random thing c.
 

Plissken

Member
Finished Act 1 tonight, loved the entire thing. Took me 3 hours, I explored most everywhere, tried using items on most everything (which results in some funny reactions). Glad I backed this, and that I pledged enough to get the soundtrack, which is phenomenal. Looking forward to Act 2!
 
Out of curiosity, did anyone stumble onto puzzle solutions looking for funny reactions?

I solved the head-shrinking puzzle by accident because after the big speech the first time I wanted to find out if the gag would keep going.

So yeah, I think a bunch of things are at play. I like the game a lot as it is, so I'm not really complaining, but the unique structure has definitely made it's mark on things.

I get the criticism and all, but it didn't keep me from greatly enjoying my time with the game, so I guess I'm not too bothered. The team's going to get plenty of feedback on this piece and my guess is that it'll be reflected in some increased puzzle difficulty on the back end.
 

PaulloDEC

Member
I get the criticism and all, but it didn't keep me from greatly enjoying my time with the game, so I guess I'm not too bothered. The team's going to get plenty of feedback on this piece and my guess is that it'll be reflected in some increased puzzle difficulty on the back end.

Yup, same here. I'll likely play through again from the beginning once the second part launches, which I think will probably alleviate most of the complaints. Add to that the opportunity between then and now for Double Fine to patch issues/add features and we should be golden.

And unrelated to the game as it is, I still feel like I ought to mention the documentary that we're still getting, which is probably most in-depth and entertaining record of the game development process ever made. I'd have happily bought that even if I wasn't ever going to be able to play the actual game.
 

Des0lar

will learn eventually
I feel so dumb

Endgame spoilers
First I got stuck with the Dead Eye God thing, because I just didn't see the thing hanging above Curtis. Had no idea what to do.

Then second, but that's totally not my fault! Filling up the Tear Gas dispenser with the fish guts! I tried that before and I swear to god it didn't work. But suddenly after I got Alex out of cryo it did. But only after I already consultet a guide.

And last, the fight... I went for the tentacles and even got that I have to get grabbed to shoot the last one. At least I thought that. I even thought that I had to shoot the mouth.... , but I just continued to shoot at the last arm... But it just respawned all his other armes over and over again... I had no idea what to do. Consultet a guide again: Use ladder... FML
 
I definitely noticed the lack of interactivity with non-essential nodes while playing. Like many others in this thread, it didn't hamper my enjoyment of the game thanks to the fantastic visual design and writing, but I think "red herring complexity" is generally a pretty important part of designing adventure games. Not only do they enhance the exploration aspect by providing additional narrative rewards for clicking around (usually via an offhand comment from the protagonist), but for each of the game's non-obvious puzzles, its difficulty is amplified by the number of interactive objects, as each one *could* hold the solution, and so the player is required to actually consider the logic of the puzzle rather than try to brute-force the solution.
 

krYlon

Member
Just finished it. Around four and half hours. For me that’s quite short as I’m pretty slow and ponderous with adventure games… and videogames in general (and I spent quite a while
trying to figure out opening the monster’s mouth at the end, kept trying to give him a peach for some reason lol).

I echo the sentiments of others. The art design, writing (in general), themes, and in particular, the soundtrack (including sound design and voice work) are exceptional.
The world though, does feel empty. I remember the classic adventure games being very dense. Most areas or “rooms” were jam-packed full of things to at least look at, click on, get a nice and often humorous description.
I get the feeling that Schafer wanted a more minimalistic world to complement Bagel’s art style. I’m sure I remember the initial concepts by Peter Chan being a lot more busy and detailed. This is fine in theory, you want a world design that marries to the art style. Unfortunately I don’t think it quite works for an adventure game, or at least an adventure game billed at kickstarter as “classic” in design.
I also remember Schafer talking to Gilbert about what makes an adventure game. Gilbert thought about it and decided that the puzzle solving was the unique element that defined the genre. I’m not sure Schafer was in agreement. Throughout the initial stages he seemed to push storytelling as the selling point and was somewhat critical, or at least wary of some of the crazy puzzles in games like Grim Fandango.
He went too far the other way though. Obviously this is only the first half, the difficulty is expected to increase. But even for the first half the puzzle solving is far too simplistic.
The story as well moves too quickly. If you think about actual events that happen within the game there isn’t that much. This is something that puzzles in adventure games are quite important for, and maybe this gets overlooked. For me puzzles and events are intertwined. If I think back to my favourite adventure games, I think of something I did through an interactive puzzle rather than say a cutscene or a scripted plot development.
The writing also seems a bit underdeveloped. I didn’t really learn much about the characters I met, or the villages, or marek. Maybe this will all be expanded upon in the second half.

After completing this, I started playing Deponia. In the very first room of Deponia, there were about a dozen hotspots and around the same amount of items to pick up, play with, interact, experiment. Basically, the whole introductory part of the game occurred in this one room. It didn’t take that long to complete but I felt more satisfaction and well, more enjoyment from messing around in that one room than in the whole spaceship in Shay’s story. It was dense. That denseness really fleshed out the experience and gave me more of a sense of a convincing area that I could lose myself in.
With Broken Age, I don’t feel like I’m living, experiencing the world. I feel like a visitor, or a voyeur. I’m watching something play out in front of me, but I don’t feel a part of it. I can’t lose myself. Everything is happening so quickly, and most of my brain is on autopilot, so I’m not invested in it.

I don’t want to be overly negative, because actually, I did really enjoy it, even if it was only a flying visit. Tim Schafer is able to create worlds and characters more charming than just about anyone else in gaming. Maybe that’s why I’m being overly critical. The potential here is huge. I want to live in these worlds, I want them imprinted on my memory. I want to know more about the characters and villages and the tech in the spaceship. They deserve to be savoured.
The ending is encouraging in that it seems like areas will be reused in the second episode, so hopefully everything will be fleshed out and it will become the game it deserves to be.
 
So is Vella's campaign longer then Shay's? Or does the game put a limit on how far you can go in one character's campaign based upon how far you are in the others?
 
Neither. Both campaigns were about the same length for me.

It took me a little over an hour to finished Shay's campaign and I feel like the first 20ish minutes you have no control out of picking dialogue options. I've spend about the same amount of time on Vella's an unless I'm 15 seconds away from the ending I feel I still have a ways to go (in terms of inventory items I've got that I've not used yet). This might be because Vella's campaign opens up much sooner then Shay's in letting you explore and do the whole adventure game thing.
 

duckroll

Member
It took me a little over an hour to finished Shay's campaign and I feel like the first 20ish minutes you have no control out of picking dialogue options. I've spend about the same amount of time on Vella's an unless I'm 15 seconds away from the ending I feel I still have a ways to go (in terms of inventory items I've got that I've not used yet). This might be because Vella's campaign opens up much sooner then Shay's in letting you explore and do the whole adventure game thing.

I beat Shay's campaign in about 90 minutes, and beat the entire Act 1 in about 3 hours 8 minutes. I pretty much did everything with both characters though. I didn't feel like I was rushing anything, and in the end the content quantity in both scenarios felt pretty close.

One thing I did notice is that I think Shay's section has more stuff you can miss, because there felt like points where you can either explore everything, or just very quickly complete the critical path if you've figured out how to do so (it's pretty easy). On the other hand, Vella's scenario feels more guided in the sense that the player is encouraged to explore more and interact with even optional stuff while looking for the solutions to the critical path.
 
I beat Shay's campaign in about 90 minutes, and beat the entire Act 1 in about 3 hours 8 minutes. I pretty much did everything with both characters though. I didn't feel like I was rushing anything, and in the end the content quantity in both scenarios felt pretty close.

One thing I did notice is that I think Shay's section has more stuff you can miss, because there felt like points where you can either explore everything, or just very quickly complete the critical path if you've figured out how to do so (it's pretty easy). On the other hand, Vella's scenario feels more guided in the sense that the player is encouraged to explore more and interact with even optional stuff while looking for the solutions to the critical path.

What optional stuff exists in Shay's side? I felt I did a good job exploring and seeing all the dialogue but his side still felt shorter. Less screens to explore, less items to find, less puzzles to solve. Unless there is a way to
get inside the room where his mom is making a surprise
I don't see how there was anything I missed on his side of the game.
 

krYlon

Member
There are actually more screens in Shay's story apparently. Surprised me when I read that.

Still found it quite a bit shorter though. Most of those screens were pretty empty.
 

duckroll

Member
What optional stuff exists in Shay's side? I felt I did a good job exploring and seeing all the dialogue but his side still felt shorter. Less screens to explore, less items to find, less puzzles to solve. Unless there is a way to
get inside the room where his mom is making a surprise
I don't see how there was anything I missed on his side of the game.

Even early on in Shay's scenario, there's a lot of stuff which you can quickly skip past. I dunno if you did, but it's possible, unlike Vella's scenario. Right from the start, you can either let him keep sleeping or click to get up. That's a few lines there which can be skipped.

The choice of cereal is another one where there are a ton of ones if you keep rejecting them. If you don't pick the spoon up, he also keeps talking for quite a while, which is completely skipped once you do pick him up.

For the missions at the start, if you pick the Train one first, you can skip everything else if you know what you're "supposed" to do. On the other hand, if you play through each one normally, there are two variations of each (the first one where he's still playing along, and another where he's really sick of it).

Later on in Shay's scenario, getting the Knife early and using it on everything gets a fair bit of bonus dialogue as well.
 

Gazoinks

Member
Even early on in Shay's scenario, there's a lot of stuff which you can quickly skip past. I dunno if you did, but it's possible, unlike Vella's scenario. Right from the start, you can either let him keep sleeping or click to get up. That's a few lines there which can be skipped.

The choice of cereal is another one where there are a ton of ones if you keep rejecting them. If you don't pick the spoon up, he also keeps talking for quite a while, which is completely skipped once you do pick him up.

For the missions at the start, if you pick the Train one first, you can skip everything else if you know what you're "supposed" to do. On the other hand, if you play through each one normally, there are two variations of each (the first one where he's still playing along, and another where he's really sick of it).

Later on in Shay's scenario, getting the Knife early and using it on everything gets a fair bit of bonus dialogue as well.

Wow, I didn't know any of that. I did the train one right away and did the "right" thing, which I suspected meant I missed out on some stuff. I'll replay when Act 2 comes out and pick up more of this stuff.
 

mattiewheels

And then the LORD David Bowie saith to his Son, Jonny Depp: 'Go, and spread my image amongst the cosmos. For every living thing is in anguish and only the LIGHT shall give them reprieve.'
The Walking Dead and Gemini Rue were two really important recent adventures that also deprioritized puzzles, kind of swept them out of the path so more casual players wouldn't hit a wall and quit. You could see this as a continuation of it in a way, but it reminds me more of the way Full Throttle was (my god) 18 years ago. It had enough to it to make you think, but emphasized presentation and the flow of the narrative and was a better game for it. Full Throttle's a game I run through occasionally because the experience is so rad, and I like that it's a tightly-wound package, it's still one of the most memorable games I've played. I'm actually hesitant to run through this right now since I can't play part two for so long.
 

Tan

Member
I've been thinking about the game more, and trying to figure out why the game feels so short even though there is quite an amount of visual assets, and I think ultimately, it lacks a high level of interactivity.

Consider this: not only are there more screens than puzzles in the game, but in each screen itself, there really isn't that much to interact with. Interaction can come in various forms, but in traditional adventure game lingo let's just use talk/look/take. I don't really think the game lacks in the take department, since most items which look like they can be taken, can be taken. Not a fan of red herring items either, so it's good the game doesn't have them. But there's quite a severe lack of look and talk options.

For look, let's take Shay for example. I'll just use one of the very first screens here - the one where he's sitting at the controls and you have to pick a mission at the start. I was really excited when I saw the screen because it was really detailed and there were all sorts of silly gadgets and stuff on the control panel. I wanted to mess with them or at least click and get reactions. But nope, you can't click on anything there. It's locked to the dialogue menu where you just pick a mission. That's disappointing because simply having fun distractions like that would increase the player's investment in the setting, and also provide fun diversions which pace them through the story in a slower way if they enjoy optional stuff like that.

For talk, I think Vella has a number of examples, but let's take the very first main screen - your house at the start of the game. There are five characters in the room, and there could be a good amount of interactivity if talking to characters about a topic can allow them to say things which open up other dialogue options with the other characters. This is something I find lacking in the dialogue throughout the game - I can't think of a single time where talking to other characters unlock additional dialogues with related characters even if it makes sense.

Playing a good point and click adventure game should involve the player being able to click on anything interesting on the screen and get unique responses whether they are related to a critical path or not. In Broken Age, it feels like a lot of the responses are generic in a given area, and there aren't many hotspots on a screen to begin with. That's probably the main thing which leads to the game feeling very easy and on rails, where you can easily breeze through the game, even though the content on the critical path isn't lacking. Simply with the lack of anything else to do other than to progress, it makes the game feel much smaller than the content represents.

Huh, I've been feeling the same way and I think this clears it up. Though, for me it's not so much a feeling of the game being short but more that each room has such great characters and looks so good that I want to spend more time in it.
 

Ogni-XR21

Member
Even early on in Shay's scenario, there's a lot of stuff which you can quickly skip past. I dunno if you did, but it's possible, unlike Vella's scenario. Right from the start, you can either let him keep sleeping or click to get up. That's a few lines there which can be skipped.

The choice of cereal is another one where there are a ton of ones if you keep rejecting them. If you don't pick the spoon up, he also keeps talking for quite a while, which is completely skipped once you do pick him up.

For the missions at the start, if you pick the Train one first, you can skip everything else if you know what you're "supposed" to do. On the other hand, if you play through each one normally, there are two variations of each (the first one where he's still playing along, and another where he's really sick of it).

Later on in Shay's scenario, getting the Knife early and using it on everything gets a fair bit of bonus dialogue as well.

The very first thing I did was pick the Train and
pull back the brigde just the very last second,
just for fun to see what happens. I ended up playing the other games on my later visits but never got to experience the "routine".
 
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