There is definitely some similarity, but I can tell you that Limbo controls much MUCH better. It has real momentum and just feels great.Carlisle said:Sold.
There is definitely some similarity, but I can tell you that Limbo controls much MUCH better. It has real momentum and just feels great.Carlisle said:Sold.
I agree the "boy" in boy in his blob was a little too helpless in my opinion, but I guess that's kind of the point. I will have to finish Limbo before deciding what is the better game...but at this point I think BAHB is a bit more interesting gameplay wise..but it's hard to compare the two when there are no real "items" in Limbo besides the obvious.dark10x said:There is definitely some similarity, but I can tell you that Limbo controls much MUCH better. It has real momentum and just feels great.
rhino4evr said:I agree the "boy" in boy in his blob was a little too helpless in my opinion, but I guess that's kind of the point. I will have to finish Limbo before deciding what is the better game...but at this point I think BAHB is a bit more interesting gameplay wise..but it's hard to compare the two when there are no real "items" in Limbo besides the obvious.
sprsk said:Huh? You crazy.
Anyway, I finished the game and here are my thoughts.
The visuals are kind of a mess. There's a lack of cohesiveness with the crisp character art and the hazy backgrounds. I love the way the backgrounds look, but the stuff in the foreground is mostly meh.
A couple of them were. Especially the one where you had to wait 10 minutes in game to get a chance at it. :lolxbhaskarx said:Watching these videos is pissing me off... I don't remember the specifics regarding the equivalent thing in Braid, but I don't think those were anywhere near this cheap.
xbhaskarx said:Watching these videos is pissing me off... I don't remember the specifics regarding the equivalent thing in Braid, but I don't think those were anywhere near this cheap.
Jasoco said:If I steal my Xbox back from my brother, who is too lazy to call Microsoft to get his own Xbox fixed... again... will I be able to buy this game? Even though I don't have a Gold membership?
EagleEyes said:Looks like Limbo is at about 100k so far after less than 3 days. Summer of Arcade is off to a hot start. Which dev was it that was talking smack about XBLA and touting his game had sold 50k in its first week?
Pakkidis said:The developers of joe danger at PSN.
I wouldn't use one game to make your point about how well XBLA does.
Draft said:Normally I hate any game that requires deaths as part of learning a puzzle. However, it's not an issue in Limbo. The loads after death are near instantaneous, the check points are so generous you almost never have to repeat any content preceding the death, and most importantly, the game has an almost Mortal Kombat like devotion to displaying gruesome deaths. Seeing all the ways to die is part of the fun.
Pakkidis said:The developers of joe danger at PSN.
I wouldn't use one game to make your point about how well XBLA does.
Unfortunately, I think they may be right.EagleEyes said:Looks like Limbo is at about 100k so far after less than 3 days. Summer of Arcade is off to a hot start. Which dev was it that was talking smack about XBLA and touting his game had sold 50k in its first week?
Well, Limbo is a puzzle-platform / trial & error game, and that's absolutely fine, it does one heck of a job in being one.PhatSaqs said:Anyone crying about trial and error gameplay go back to Mario Galaxy....
PhatSaqs said:Game is awesome. Feels so old school but fresh at the same time.
Anyone crying about trial and error gameplay go back to Mario Galaxy....
Hige said:Managed to get "No Point in Dying" on my third run through. Died 19 times on a casual 2nd run with at least 6 of those on the final jump. :lol Third run I only died twice and finished in 61 minutes. It's not too bad with some practice, just try to be extra cautious around the hazardous areas.
The game is short, but going through the entire game with 5 or less deaths is tense and exciting, which is a very different feeling from a 1st playthrough because the respawn system is so forgiving. Also, the non-achievement eggs seem to be the real puzzle in the game, most are really well hidden. The chapter select feature is appreciated and I've found myself going through sections of the game repeatedly looking for extra eggs or just to mess around.
So you're saying that a massively hyped PSN release would have failed if it was released on XBLA without any hype? Does that comparison seem fair to you?Wizpig said:Unfortunately, I think they may be right.
If Joe Danger came out as a XBLA exclusive without much hype i doubt it would have sold 50k in one week.
I could be wrong, though, honest, i don't know.
SmallCaveGames said:My only gripe is that this is a classic case of a moody visual filter and dumptrucks full of ambiguity turning into a discussion about what the game/story REALLY means. From of a developer's standpoint, that was a lazy move IMO.
sprsk said:Gameplay, the first half of the game is hardcore trial and error. I don't care what your intent is, it's not good design if I'm supposed to die on the first try.
Amir0x said:Yeah I don't mind puzzles which are sorta obtuse and difficult to grasp on your first time through - that's fine, provided it is still POSSIBLE to do it right with some thought the first time out.
And I don't mind extremely difficult enemy patterns and such, provided again... that proper skill levels and concentration can do it on a first try.
But for example, early on in LIMBO, there's this part where you have to
This is such a backwards interpretation of game's very deliberate design (which is thematically coherent with what the game is about and is in fact called) that I don't even know where to start.Amir0x said:so the game taught you to be careful about such things after your first death, and then immediately tells you "no, wait, this other way can be wrong too." It's mixed message game design, and really the weakest aspect of the puzzles.
Draft said:It's a giant fucking block with what is obviously a button underneath of it, and that the actual button is the ground on either side is hilarious, and it is even MORE hilarious that the following puzzle switches it around. If you have played even one other video game in your entire life, you should realize what is going to happen immediately.
I died to the first smasher, of course, because of the button fake out. When I saw the second smasher, I said to myself: This time it is a button, and hopping on it will kill you. And what did I do? I hopped on it.
That was a solid joke from the developer.
The game is very clearly designed to kill you unrepentently while you learn the puzzles. The metagame is built to make death as painless as possible. The deaths are fun to watch. Unavoidable deaths while learning puzzles is not a flaw in this game. It's a flaw in most games, but not in Limbo.
Lots of people thought Trials HD was going to be the "shit game" in last year's summer selection (I'm sure the thread is still around if you look), and most people I know said they probably weren't going to be picking it up (plus obviously the bunch weren't even going to bother to try it)...Wizpig said:If Joe Danger came out as a XBLA exclusive without much hype i doubt it would have sold 50k in one week.
I could be wrong, though, honest, i don't know.
Draft said:It's a giant fucking block with what is obviously a button underneath of it, and that the actual button is the ground on either side is hilarious, and it is even MORE hilarious that the following puzzle switches it around. If you have played even one other video game in your entire life, you should realize what is going to happen immediately.
I died to the first smasher, of course, because of the button fake out. When I saw the second smasher, I said to myself: This time it is a button, and hopping on it will kill you. And what did I do? I hopped on it.
That was a solid joke from the developer.
The game is very clearly designed to kill you unrepentently while you learn the puzzles. The metagame is built to make death as painless as possible. The deaths are fun to watch. Unavoidable deaths while learning puzzles is not a flaw in this game. It's a flaw in most games, but not in Limbo.
Shake Appeal said:You have to die to progress. That is the point. That is the joke. You have been so indoctrinated by twenty years of games teaching you that death is its own punishment that you don't even get the punchline. The whole concept is that there are things worse than death, that death is not the end, that death is a portal to discovery.
When one bear trap flies down and you dodge it and the other one you didn't anticipate hits you because you dodged, that is a very conscious piece of black comedy. If you are not laughing, this game is going over your head.
Yeah, it definitely belongs up there with Braid, Flower, Shadow Complex and BCR as one of the best DL games this gen IMO.JaxJag said:I really think this is the best downloadable game I've ever played.
And I've played almost all the critically acclaimed DL titles, Flower, PixelJunk Eden, Braid, etc.
Well I don't care if you don't get the joke, outside of the bare minimum of care it required for me to respond to your lack of understanding. At this point, my care is completely exhausted, and you are free to continue not getting it unmolested.Amir0x said:Let me emphasize this. I do not care if you think the developer was making some cool meta point about deaths in games or some other such bullshit. I only play games for fun. This is poor game design and as such, not fun.
I agree pretty much with everything you said here. Arguments about game design or not, this part made me smile because I thought it was particularly sneaky. Obviously some people would get annoyed by the setback (not sure why though, no penalty to death in this), but it's the sort of touch that I love to see in games.Shake Appeal said:Re: the piston puzzle, and 'trial and error' gameplay.
1. The game presents you with an obvious set-up from every other side-scrolling game (and many conventional cartoons) down through the years: avoid the trap trigger, or be crushed.
2. The game subverts your expectations by having the area around the trap trigger be the trigger; the trap trigger in fact the only safe spot, and you have been mushed to a paste for your assumptions.
3. Having reloaded (instantaneously, above five paces back), the player chuckles to himself, internalizes this new rule, and applies it to the next puzzle.
4. But the second piston subverts the previous lesson by reversing the trigger again. Player laughs heartily (if they appreciate what is happening), and reloads instantly.
5. This is now a memory puzzle, not merely a test of jumping prowess: what do I do for each piston? You are being asked to confront your prejudices, to rewrite the innate, unquestioned principles of "game design" taught to you by copypasting hacks for two decades. You are being asked to do and remember something new. This is a triumph!
6. Having passed the pistons, you are then required to run back through them because of an attacking tribe. The game smiles wryly: "Okay, but can you do it backwards?"
Salty.Amir0x said:the joke is only on you.
You want the world to behave the way it always has. You want this game to follow the rules you have diligently learned in every other game, ever, because that's comfortable. But you are alone in an strange new world. This is limbo, not the mushroom kingdom. You are stuck in limbo, just as you are stuck on this puzzle for a brief moment. In this world, death is necessary to progress. You are not willing to learn this, and so the game is not fun to you. But you have to suffer in limbo before you can move on. This is not a happy place, or a fun place, but the developer makes it fun to puzzle through intelligently, and they make the deaths grisly and unsettling entertainment (with extremely generous checkpointing) because they are, in a twisted way, your reward for experimentation.Amir0x said:I hate to break it to you but there is nothing deep or philosophical about the game's intentions, as art house as it wishes it was.
Shake Appeal said:You want the world to behave the way it always has. You want this game to follow the rules you have diligently learned in every other game, ever, because that's comfortable. But you are alone in an strange new world.
Shake Appeal said:But you have to suffer in limbo before you can move on. This is not a happy place, or a fun place...
Shake Appeal said:but the developer makes it fun to puzzle through intelligently
Shake Appeal said:But you are angry with them for challenging your accepted wisdom: "Dying is bad in games. It is bad when I die. I couldn't not have died there. That's not fair."
No, it's not a fun place. Have you looked at it? It is grey and dreary and there are giant murderous spiders and bear traps everywhere. It is not controversial that it is not a fun place. But it is a fun game. For me, and most people in this thread.Amir0x said:Oh it's not. Not a fun place, you say? Interesting point about that since...
Impossible on the first try, sure. But you have to learn and remember the order. And then you are required to reverse that order under duress moments after you would ordinarily have forgotten it in any other game (because you don't usually have to run left in sidescrollers; this is another thing Limbo toys with). You are being asked to experiment, learn, memorize, and then flip that memory backwards under pressure. That requires intellect. It also requires a sense of humour. That the deaths have a thematic weight to them given the game's subject matter is just gravy.Amir0x said:...kiiiinda difficult to use intellect to solve a puzzle that is literally next to impossible to get right on the first try without death. If you just have to awkwardly throw your body at the traps to learn the order of things, then there's next to nothing intelligent about it.
But it is a fun game. I had a blast all three times I ran through it. Now I appreciate that you aren't having fun because you aren't prepared to drop all the conventional wisdom of every other game on the market and actually engage with something that is fresh and interesting. Which is disheartening when all you have to do is learn a new attitude and a new set of rules. But me, I had a great time. At least until I came on this thread and read some responses and was reminded why so few good games are made, and why many of the ones that are made are indie titles. And even then people complain about the price.Amir0x said:It is bad when a game isn't fun. Oops for LIMBO.
Or maybe, just maybe different people enjoy different things in games, and it's possible that a designer can still be right catering for one rather than the other.Amir0x said:Seems I'm pretty much exactly right (even according to Shake Appeal and Draft). In fact, the only difference is that Draft and Shake Appeal believe this sort of puzzle is a HILARIOUS JOKE that somehow compensates for the shitty game design. To put it another way, they believe the shitty game design is the point. And since that's the point, the developer was obviously successful with what he set out to do!
Shake Appeal said:No, it's not a fun place. Have you looked at it? It is grey and dreary and there are giant murderous spiders and bear traps everywhere. It is not controversial that it is not a fun place. But it is a fun game. For me, and most people in this thread.
Shake Appeal said:But it is a fun game. I had a blast all three times I ran through it. Now I appreciate that you aren't having fun because you aren't prepared to drop all the conventional wisdom of every other game on the market and actually engage with something that is fresh and interesting. Which is disheartening when all you have to do is learn a new attitude and a new set of rules. But me, I had a great time. At least until I came on this thread and read some responses and was reminded why so few good games are made, and why the ones that are made are indie titles. And even then people complain about the price.